/**
* @license
* Copyright 2010-2024 Three.js Authors
* SPDX-License-Identifier: MIT
*/
const REVISION = '171';
const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
const CullFaceNone = 0;
const CullFaceBack = 1;
const CullFaceFront = 2;
const CullFaceFrontBack = 3;
const BasicShadowMap = 0;
const PCFShadowMap = 1;
const PCFSoftShadowMap = 2;
const VSMShadowMap = 3;
const FrontSide = 0;
const BackSide = 1;
const DoubleSide = 2;
const NoBlending = 0;
const NormalBlending = 1;
const AdditiveBlending = 2;
const SubtractiveBlending = 3;
const MultiplyBlending = 4;
const CustomBlending = 5;
const AddEquation = 100;
const SubtractEquation = 101;
const ReverseSubtractEquation = 102;
const MinEquation = 103;
const MaxEquation = 104;
const ZeroFactor = 200;
const OneFactor = 201;
const SrcColorFactor = 202;
const OneMinusSrcColorFactor = 203;
const SrcAlphaFactor = 204;
const OneMinusSrcAlphaFactor = 205;
const DstAlphaFactor = 206;
const OneMinusDstAlphaFactor = 207;
const DstColorFactor = 208;
const OneMinusDstColorFactor = 209;
const SrcAlphaSaturateFactor = 210;
const ConstantColorFactor = 211;
const OneMinusConstantColorFactor = 212;
const ConstantAlphaFactor = 213;
const OneMinusConstantAlphaFactor = 214;
const NeverDepth = 0;
const AlwaysDepth = 1;
const LessDepth = 2;
const LessEqualDepth = 3;
const EqualDepth = 4;
const GreaterEqualDepth = 5;
const GreaterDepth = 6;
const NotEqualDepth = 7;
const MultiplyOperation = 0;
const MixOperation = 1;
const AddOperation = 2;
const NoToneMapping = 0;
const LinearToneMapping = 1;
const ReinhardToneMapping = 2;
const CineonToneMapping = 3;
const ACESFilmicToneMapping = 4;
const CustomToneMapping = 5;
const AgXToneMapping = 6;
const NeutralToneMapping = 7;
const AttachedBindMode = 'attached';
const DetachedBindMode = 'detached';
const UVMapping = 300;
const CubeReflectionMapping = 301;
const CubeRefractionMapping = 302;
const EquirectangularReflectionMapping = 303;
const EquirectangularRefractionMapping = 304;
const CubeUVReflectionMapping = 306;
const RepeatWrapping = 1000;
const ClampToEdgeWrapping = 1001;
const MirroredRepeatWrapping = 1002;
const NearestFilter = 1003;
const NearestMipmapNearestFilter = 1004;
const NearestMipMapNearestFilter = 1004;
const NearestMipmapLinearFilter = 1005;
const NearestMipMapLinearFilter = 1005;
const LinearFilter = 1006;
const LinearMipmapNearestFilter = 1007;
const LinearMipMapNearestFilter = 1007;
const LinearMipmapLinearFilter = 1008;
const LinearMipMapLinearFilter = 1008;
const UnsignedByteType = 1009;
const ByteType = 1010;
const ShortType = 1011;
const UnsignedShortType = 1012;
const IntType = 1013;
const UnsignedIntType = 1014;
const FloatType = 1015;
const HalfFloatType = 1016;
const UnsignedShort4444Type = 1017;
const UnsignedShort5551Type = 1018;
const UnsignedInt248Type = 1020;
const UnsignedInt5999Type = 35902;
const AlphaFormat = 1021;
const RGBFormat = 1022;
const RGBAFormat = 1023;
const LuminanceFormat = 1024;
const LuminanceAlphaFormat = 1025;
const DepthFormat = 1026;
const DepthStencilFormat = 1027;
const RedFormat = 1028;
const RedIntegerFormat = 1029;
const RGFormat = 1030;
const RGIntegerFormat = 1031;
const RGBIntegerFormat = 1032;
const RGBAIntegerFormat = 1033;
const RGB_S3TC_DXT1_Format = 33776;
const RGBA_S3TC_DXT1_Format = 33777;
const RGBA_S3TC_DXT3_Format = 33778;
const RGBA_S3TC_DXT5_Format = 33779;
const RGB_PVRTC_4BPPV1_Format = 35840;
const RGB_PVRTC_2BPPV1_Format = 35841;
const RGBA_PVRTC_4BPPV1_Format = 35842;
const RGBA_PVRTC_2BPPV1_Format = 35843;
const RGB_ETC1_Format = 36196;
const RGB_ETC2_Format = 37492;
const RGBA_ETC2_EAC_Format = 37496;
const RGBA_ASTC_4x4_Format = 37808;
const RGBA_ASTC_5x4_Format = 37809;
const RGBA_ASTC_5x5_Format = 37810;
const RGBA_ASTC_6x5_Format = 37811;
const RGBA_ASTC_6x6_Format = 37812;
const RGBA_ASTC_8x5_Format = 37813;
const RGBA_ASTC_8x6_Format = 37814;
const RGBA_ASTC_8x8_Format = 37815;
const RGBA_ASTC_10x5_Format = 37816;
const RGBA_ASTC_10x6_Format = 37817;
const RGBA_ASTC_10x8_Format = 37818;
const RGBA_ASTC_10x10_Format = 37819;
const RGBA_ASTC_12x10_Format = 37820;
const RGBA_ASTC_12x12_Format = 37821;
const RGBA_BPTC_Format = 36492;
const RGB_BPTC_SIGNED_Format = 36494;
const RGB_BPTC_UNSIGNED_Format = 36495;
const RED_RGTC1_Format = 36283;
const SIGNED_RED_RGTC1_Format = 36284;
const RED_GREEN_RGTC2_Format = 36285;
const SIGNED_RED_GREEN_RGTC2_Format = 36286;
const LoopOnce = 2200;
const LoopRepeat = 2201;
const LoopPingPong = 2202;
const InterpolateDiscrete = 2300;
const InterpolateLinear = 2301;
const InterpolateSmooth = 2302;
const ZeroCurvatureEnding = 2400;
const ZeroSlopeEnding = 2401;
const WrapAroundEnding = 2402;
const NormalAnimationBlendMode = 2500;
const AdditiveAnimationBlendMode = 2501;
const TrianglesDrawMode = 0;
const TriangleStripDrawMode = 1;
const TriangleFanDrawMode = 2;
const BasicDepthPacking = 3200;
const RGBADepthPacking = 3201;
const RGBDepthPacking = 3202;
const RGDepthPacking = 3203;
const TangentSpaceNormalMap = 0;
const ObjectSpaceNormalMap = 1;
// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
const NoColorSpace = '';
const SRGBColorSpace = 'srgb';
const LinearSRGBColorSpace = 'srgb-linear';
const LinearTransfer = 'linear';
const SRGBTransfer = 'srgb';
const ZeroStencilOp = 0;
const KeepStencilOp = 7680;
const ReplaceStencilOp = 7681;
const IncrementStencilOp = 7682;
const DecrementStencilOp = 7683;
const IncrementWrapStencilOp = 34055;
const DecrementWrapStencilOp = 34056;
const InvertStencilOp = 5386;
const NeverStencilFunc = 512;
const LessStencilFunc = 513;
const EqualStencilFunc = 514;
const LessEqualStencilFunc = 515;
const GreaterStencilFunc = 516;
const NotEqualStencilFunc = 517;
const GreaterEqualStencilFunc = 518;
const AlwaysStencilFunc = 519;
const NeverCompare = 512;
const LessCompare = 513;
const EqualCompare = 514;
const LessEqualCompare = 515;
const GreaterCompare = 516;
const NotEqualCompare = 517;
const GreaterEqualCompare = 518;
const AlwaysCompare = 519;
const StaticDrawUsage = 35044;
const DynamicDrawUsage = 35048;
const StreamDrawUsage = 35040;
const StaticReadUsage = 35045;
const DynamicReadUsage = 35049;
const StreamReadUsage = 35041;
const StaticCopyUsage = 35046;
const DynamicCopyUsage = 35050;
const StreamCopyUsage = 35042;
const GLSL1 = '100';
const GLSL3 = '300 es';
const WebGLCoordinateSystem = 2000;
const WebGPUCoordinateSystem = 2001;
/**
* https://github.com/mrdoob/eventdispatcher.js/
*/
class EventDispatcher {
addEventListener( type, listener ) {
if ( this._listeners === undefined ) this._listeners = {};
const listeners = this._listeners;
if ( listeners[ type ] === undefined ) {
listeners[ type ] = [];
}
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
listeners[ type ].push( listener );
}
}
hasEventListener( type, listener ) {
if ( this._listeners === undefined ) return false;
const listeners = this._listeners;
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
}
removeEventListener( type, listener ) {
if ( this._listeners === undefined ) return;
const listeners = this._listeners;
const listenerArray = listeners[ type ];
if ( listenerArray !== undefined ) {
const index = listenerArray.indexOf( listener );
if ( index !== - 1 ) {
listenerArray.splice( index, 1 );
}
}
}
dispatchEvent( event ) {
if ( this._listeners === undefined ) return;
const listeners = this._listeners;
const listenerArray = listeners[ event.type ];
if ( listenerArray !== undefined ) {
event.target = this;
// Make a copy, in case listeners are removed while iterating.
const array = listenerArray.slice( 0 );
for ( let i = 0, l = array.length; i < l; i ++ ) {
array[ i ].call( this, event );
}
event.target = null;
}
}
}
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' ];
let _seed = 1234567;
const DEG2RAD = Math.PI / 180;
const RAD2DEG = 180 / Math.PI;
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
function generateUUID() {
const d0 = Math.random() * 0xffffffff | 0;
const d1 = Math.random() * 0xffffffff | 0;
const d2 = Math.random() * 0xffffffff | 0;
const d3 = Math.random() * 0xffffffff | 0;
const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
// .toLowerCase() here flattens concatenated strings to save heap memory space.
return uuid.toLowerCase();
}
function clamp( value, min, max ) {
return Math.max( min, Math.min( max, value ) );
}
// compute euclidean modulo of m % n
// https://en.wikipedia.org/wiki/Modulo_operation
function euclideanModulo( n, m ) {
return ( ( n % m ) + m ) % m;
}
// Linear mapping from range <a1, a2> to range <b1, b2>
function mapLinear( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
}
// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
function inverseLerp( x, y, value ) {
if ( x !== y ) {
return ( value - x ) / ( y - x );
} else {
return 0;
}
}
// https://en.wikipedia.org/wiki/Linear_interpolation
function lerp( x, y, t ) {
return ( 1 - t ) * x + t * y;
}
// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
function damp( x, y, lambda, dt ) {
return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
}
// https://www.desmos.com/calculator/vcsjnyz7x4
function pingpong( x, length = 1 ) {
return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
}
// http://en.wikipedia.org/wiki/Smoothstep
function smoothstep( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min ) / ( max - min );
return x * x * ( 3 - 2 * x );
}
function smootherstep( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min ) / ( max - min );
return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
}
// Random integer from <low, high> interval
function randInt( low, high ) {
return low + Math.floor( Math.random() * ( high - low + 1 ) );
}
// Random float from <low, high> interval
function randFloat( low, high ) {
return low + Math.random() * ( high - low );
}
// Random float from <-range/2, range/2> interval
function randFloatSpread( range ) {
return range * ( 0.5 - Math.random() );
}
// Deterministic pseudo-random float in the interval [ 0, 1 ]
function seededRandom( s ) {
if ( s !== undefined ) _seed = s;
// Mulberry32 generator
let t = _seed += 0x6D2B79F5;
t = Math.imul( t ^ t >>> 15, t | 1 );
t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
}
function degToRad( degrees ) {
return degrees * DEG2RAD;
}
function radToDeg( radians ) {
return radians * RAD2DEG;
}
function isPowerOfTwo( value ) {
return ( value & ( value - 1 ) ) === 0 && value !== 0;
}
function ceilPowerOfTwo( value ) {
return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
}
function floorPowerOfTwo( value ) {
return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
}
function setQuaternionFromProperEuler( q, a, b, c, order ) {
// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
// rotations are applied to the axes in the order specified by 'order'
// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
// angles are in radians
const cos = Math.cos;
const sin = Math.sin;
const c2 = cos( b / 2 );
const s2 = sin( b / 2 );
const c13 = cos( ( a + c ) / 2 );
const s13 = sin( ( a + c ) / 2 );
const c1_3 = cos( ( a - c ) / 2 );
const s1_3 = sin( ( a - c ) / 2 );
const c3_1 = cos( ( c - a ) / 2 );
const s3_1 = sin( ( c - a ) / 2 );
switch ( order ) {
case 'XYX':
q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
break;
case 'YZY':
q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
break;
case 'ZXZ':
q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
break;
case 'XZX':
q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
break;
case 'YXY':
q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
break;
case 'ZYZ':
q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
break;
default:
console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
}
}
function denormalize( value, array ) {
switch ( array.constructor ) {
case Float32Array:
return value;
case Uint32Array:
return value / 4294967295.0;
case Uint16Array:
return value / 65535.0;
case Uint8Array:
return value / 255.0;
case Int32Array:
return Math.max( value / 2147483647.0, - 1.0 );
case Int16Array:
return Math.max( value / 32767.0, - 1.0 );
case Int8Array:
return Math.max( value / 127.0, - 1.0 );
default:
throw new Error( 'Invalid component type.' );
}
}
function normalize( value, array ) {
switch ( array.constructor ) {
case Float32Array:
return value;
case Uint32Array:
return Math.round( value * 4294967295.0 );
case Uint16Array:
return Math.round( value * 65535.0 );
case Uint8Array:
return Math.round( value * 255.0 );
case Int32Array:
return Math.round( value * 2147483647.0 );
case Int16Array:
return Math.round( value * 32767.0 );
case Int8Array:
return Math.round( value * 127.0 );
default:
throw new Error( 'Invalid component type.' );
}
}
const MathUtils = {
DEG2RAD: DEG2RAD,
RAD2DEG: RAD2DEG,
generateUUID: generateUUID,
clamp: clamp,
euclideanModulo: euclideanModulo,
mapLinear: mapLinear,
inverseLerp: inverseLerp,
lerp: lerp,
damp: damp,
pingpong: pingpong,
smoothstep: smoothstep,
smootherstep: smootherstep,
randInt: randInt,
randFloat: randFloat,
randFloatSpread: randFloatSpread,
seededRandom: seededRandom,
degToRad: degToRad,
radToDeg: radToDeg,
isPowerOfTwo: isPowerOfTwo,
ceilPowerOfTwo: ceilPowerOfTwo,
floorPowerOfTwo: floorPowerOfTwo,
setQuaternionFromProperEuler: setQuaternionFromProperEuler,
normalize: normalize,
denormalize: denormalize
};
class Vector2 {
constructor( x = 0, y = 0 ) {
Vector2.prototype.isVector2 = true;
this.x = x;
this.y = y;
}
get width() {
return this.x;
}
set width( value ) {
this.x = value;
}
get height() {
return this.y;
}
set height( value ) {
this.y = value;
}
set( x, y ) {
this.x = x;
this.y = y;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
return this;
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
applyMatrix3( m ) {
const x = this.x, y = this.y;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
return this;
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y;
}
cross( v ) {
return this.x * v.y - this.y * v.x;
}
lengthSq() {
return this.x * this.x + this.y * this.y;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
angle() {
// computes the angle in radians with respect to the positive x-axis
const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
return angle;
}
angleTo( v ) {
const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
if ( denominator === 0 ) return Math.PI / 2;
const theta = this.dot( v ) / denominator;
// clamp, to handle numerical problems
return Math.acos( clamp( theta, - 1, 1 ) );
}
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
}
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
return this;
}
rotateAround( center, angle ) {
const c = Math.cos( angle ), s = Math.sin( angle );
const x = this.x - center.x;
const y = this.y - center.y;
this.x = x * c - y * s + center.x;
this.y = x * s + y * c + center.y;
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
}
}
class Matrix3 {
constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
Matrix3.prototype.isMatrix3 = true;
this.elements = [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
}
}
set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
return this;
}
identity() {
this.set(
1, 0, 0,
0, 1, 0,
0, 0, 1
);
return this;
}
copy( m ) {
const te = this.elements;
const me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
return this;
}
extractBasis( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrix3Column( this, 0 );
yAxis.setFromMatrix3Column( this, 1 );
zAxis.setFromMatrix3Column( this, 2 );
return this;
}
setFromMatrix4( m ) {
const me = m.elements;
this.set(
me[ 0 ], me[ 4 ], me[ 8 ],
me[ 1 ], me[ 5 ], me[ 9 ],
me[ 2 ], me[ 6 ], me[ 10 ]
);
return this;
}
multiply( m ) {
return this.multiplyMatrices( this, m );
}
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
multiplyMatrices( a, b ) {
const ae = a.elements;
const be = b.elements;
const te = this.elements;
const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
return this;
}
multiplyScalar( s ) {
const te = this.elements;
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
return this;
}
determinant() {
const te = this.elements;
const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
}
invert() {
const te = this.elements,
n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
t11 = n33 * n22 - n32 * n23,
t12 = n32 * n13 - n33 * n12,
t13 = n23 * n12 - n22 * n13,
det = n11 * t11 + n21 * t12 + n31 * t13;
if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
const detInv = 1 / det;
te[ 0 ] = t11 * detInv;
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
te[ 3 ] = t12 * detInv;
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
te[ 6 ] = t13 * detInv;
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
return this;
}
transpose() {
let tmp;
const m = this.elements;
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
return this;
}
getNormalMatrix( matrix4 ) {
return this.setFromMatrix4( matrix4 ).invert().transpose();
}
transposeIntoArray( r ) {
const m = this.elements;
r[ 0 ] = m[ 0 ];
r[ 1 ] = m[ 3 ];
r[ 2 ] = m[ 6 ];
r[ 3 ] = m[ 1 ];
r[ 4 ] = m[ 4 ];
r[ 5 ] = m[ 7 ];
r[ 6 ] = m[ 2 ];
r[ 7 ] = m[ 5 ];
r[ 8 ] = m[ 8 ];
return this;
}
setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
const c = Math.cos( rotation );
const s = Math.sin( rotation );
this.set(
sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
0, 0, 1
);
return this;
}
//
scale( sx, sy ) {
this.premultiply( _m3.makeScale( sx, sy ) );
return this;
}
rotate( theta ) {
this.premultiply( _m3.makeRotation( - theta ) );
return this;
}
translate( tx, ty ) {
this.premultiply( _m3.makeTranslation( tx, ty ) );
return this;
}
// for 2D Transforms
makeTranslation( x, y ) {
if ( x.isVector2 ) {
this.set(
1, 0, x.x,
0, 1, x.y,
0, 0, 1
);
} else {
this.set(
1, 0, x,
0, 1, y,
0, 0, 1
);
}
return this;
}
makeRotation( theta ) {
// counterclockwise
const c = Math.cos( theta );
const s = Math.sin( theta );
this.set(
c, - s, 0,
s, c, 0,
0, 0, 1
);
return this;
}
makeScale( x, y ) {
this.set(
x, 0, 0,
0, y, 0,
0, 0, 1
);
return this;
}
//
equals( matrix ) {
const te = this.elements;
const me = matrix.elements;
for ( let i = 0; i < 9; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
}
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 9; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
toArray( array = [], offset = 0 ) {
const te = this.elements;
array[ offset ] = te[ 0 ];
array[ offset + 1 ] = te[ 1 ];
array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ];
array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ];
array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ];
return array;
}
clone() {
return new this.constructor().fromArray( this.elements );
}
}
const _m3 = /*@__PURE__*/ new Matrix3();
function arrayNeedsUint32( array ) {
// assumes larger values usually on last
for ( let i = array.length - 1; i >= 0; -- i ) {
if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
}
return false;
}
const TYPED_ARRAYS = {
Int8Array: Int8Array,
Uint8Array: Uint8Array,
Uint8ClampedArray: Uint8ClampedArray,
Int16Array: Int16Array,
Uint16Array: Uint16Array,
Int32Array: Int32Array,
Uint32Array: Uint32Array,
Float32Array: Float32Array,
Float64Array: Float64Array
};
function getTypedArray( type, buffer ) {
return new TYPED_ARRAYS[ type ]( buffer );
}
function createElementNS( name ) {
return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
}
function createCanvasElement() {
const canvas = createElementNS( 'canvas' );
canvas.style.display = 'block';
return canvas;
}
const _cache = {};
function warnOnce( message ) {
if ( message in _cache ) return;
_cache[ message ] = true;
console.warn( message );
}
function probeAsync( gl, sync, interval ) {
return new Promise( function ( resolve, reject ) {
function probe() {
switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
case gl.WAIT_FAILED:
reject();
break;
case gl.TIMEOUT_EXPIRED:
setTimeout( probe, interval );
break;
default:
resolve();
}
}
setTimeout( probe, interval );
} );
}
function toNormalizedProjectionMatrix( projectionMatrix ) {
const m = projectionMatrix.elements;
// Convert [-1, 1] to [0, 1] projection matrix
m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
}
function toReversedProjectionMatrix( projectionMatrix ) {
const m = projectionMatrix.elements;
const isPerspectiveMatrix = m[ 11 ] === - 1;
// Reverse [0, 1] projection matrix
if ( isPerspectiveMatrix ) {
m[ 10 ] = - m[ 10 ] - 1;
m[ 14 ] = - m[ 14 ];
} else {
m[ 10 ] = - m[ 10 ];
m[ 14 ] = - m[ 14 ] + 1;
}
}
const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
0.4123908, 0.3575843, 0.1804808,
0.2126390, 0.7151687, 0.0721923,
0.0193308, 0.1191948, 0.9505322
);
const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
3.2409699, - 1.5373832, - 0.4986108,
- 0.9692436, 1.8759675, 0.0415551,
0.0556301, - 0.2039770, 1.0569715
);
function createColorManagement() {
const ColorManagement = {
enabled: true,
workingColorSpace: LinearSRGBColorSpace,
/**
* Implementations of supported color spaces.
*
* Required:
* - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
* - whitePoint: reference white [ x y ]
* - transfer: transfer function (pre-defined)
* - toXYZ: Matrix3 RGB to XYZ transform
* - fromXYZ: Matrix3 XYZ to RGB transform
* - luminanceCoefficients: RGB luminance coefficients
*
* Optional:
* - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
* - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
*
* Reference:
* - https://www.russellcottrell.com/photo/matrixCalculator.htm
*/
spaces: {},
convert: function ( color, sourceColorSpace, targetColorSpace ) {
if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
return color;
}
if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
color.r = SRGBToLinear( color.r );
color.g = SRGBToLinear( color.g );
color.b = SRGBToLinear( color.b );
}
if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
}
if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
color.r = LinearToSRGB( color.r );
color.g = LinearToSRGB( color.g );
color.b = LinearToSRGB( color.b );
}
return color;
},
fromWorkingColorSpace: function ( color, targetColorSpace ) {
return this.convert( color, this.workingColorSpace, targetColorSpace );
},
toWorkingColorSpace: function ( color, sourceColorSpace ) {
return this.convert( color, sourceColorSpace, this.workingColorSpace );
},
getPrimaries: function ( colorSpace ) {
return this.spaces[ colorSpace ].primaries;
},
getTransfer: function ( colorSpace ) {
if ( colorSpace === NoColorSpace ) return LinearTransfer;
return this.spaces[ colorSpace ].transfer;
},
getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
},
define: function ( colorSpaces ) {
Object.assign( this.spaces, colorSpaces );
},
// Internal APIs
_getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
return targetMatrix
.copy( this.spaces[ sourceColorSpace ].toXYZ )
.multiply( this.spaces[ targetColorSpace ].fromXYZ );
},
_getDrawingBufferColorSpace: function ( colorSpace ) {
return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
},
_getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
}
};
/******************************************************************************
* sRGB definitions
*/
const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
const D65 = [ 0.3127, 0.3290 ];
ColorManagement.define( {
[ LinearSRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: LinearTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
[ SRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: SRGBTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
} );
return ColorManagement;
}
const ColorManagement = /*@__PURE__*/ createColorManagement();
function SRGBToLinear( c ) {
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
}
function LinearToSRGB( c ) {
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
}
let _canvas;
class ImageUtils {
static getDataURL( image ) {
if ( /^data:/i.test( image.src ) ) {
return image.src;
}
if ( typeof HTMLCanvasElement === 'undefined' ) {
return image.src;
}
let canvas;
if ( image instanceof HTMLCanvasElement ) {
canvas = image;
} else {
if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
_canvas.width = image.width;
_canvas.height = image.height;
const context = _canvas.getContext( '2d' );
if ( image instanceof ImageData ) {
context.putImageData( image, 0, 0 );
} else {
context.drawImage( image, 0, 0, image.width, image.height );
}
canvas = _canvas;
}
if ( canvas.width > 2048 || canvas.height > 2048 ) {
console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );
return canvas.toDataURL( 'image/jpeg', 0.6 );
} else {
return canvas.toDataURL( 'image/png' );
}
}
static sRGBToLinear( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
const canvas = createElementNS( 'canvas' );
canvas.width = image.width;
canvas.height = image.height;
const context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, image.width, image.height );
const imageData = context.getImageData( 0, 0, image.width, image.height );
const data = imageData.data;
for ( let i = 0; i < data.length; i ++ ) {
data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
}
context.putImageData( imageData, 0, 0 );
return canvas;
} else if ( image.data ) {
const data = image.data.slice( 0 );
for ( let i = 0; i < data.length; i ++ ) {
if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
} else {
// assuming float
data[ i ] = SRGBToLinear( data[ i ] );
}
}
return {
data: data,
width: image.width,
height: image.height
};
} else {
console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
return image;
}
}
}
let _sourceId = 0;
class Source {
constructor( data = null ) {
this.isSource = true;
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
this.uuid = generateUUID();
this.data = data;
this.dataReady = true;
this.version = 0;
}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
return meta.images[ this.uuid ];
}
const output = {
uuid: this.uuid,
url: ''
};
const data = this.data;
if ( data !== null ) {
let url;
if ( Array.isArray( data ) ) {
// cube texture
url = [];
for ( let i = 0, l = data.length; i < l; i ++ ) {
if ( data[ i ].isDataTexture ) {
url.push( serializeImage( data[ i ].image ) );
} else {
url.push( serializeImage( data[ i ] ) );
}
}
} else {
// texture
url = serializeImage( data );
}
output.url = url;
}
if ( ! isRootObject ) {
meta.images[ this.uuid ] = output;
}
return output;
}
}
function serializeImage( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
// default images
return ImageUtils.getDataURL( image );
} else {
if ( image.data ) {
// images of DataTexture
return {
data: Array.from( image.data ),
width: image.width,
height: image.height,
type: image.data.constructor.name
};
} else {
console.warn( 'THREE.Texture: Unable to serialize Texture.' );
return {};
}
}
}
let _textureId = 0;
class Texture extends EventDispatcher {
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 ) {
super();
this.isTexture = true;
Object.defineProperty( this, 'id', { value: _textureId ++ } );
this.uuid = generateUUID();
this.name = '';
this.source = new Source( image );
this.mipmaps = [];
this.mapping = mapping;
this.channel = 0;
this.wrapS = wrapS;
this.wrapT = wrapT;
this.magFilter = magFilter;
this.minFilter = minFilter;
this.anisotropy = anisotropy;
this.format = format;
this.internalFormat = null;
this.type = type;
this.offset = new Vector2( 0, 0 );
this.repeat = new Vector2( 1, 1 );
this.center = new Vector2( 0, 0 );
this.rotation = 0;
this.matrixAutoUpdate = true;
this.matrix = new Matrix3();
this.generateMipmaps = true;
this.premultiplyAlpha = false;
this.flipY = true;
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
this.colorSpace = colorSpace;
this.userData = {};
this.version = 0;
this.onUpdate = null;
this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
}
get image() {
return this.source.data;
}
set image( value = null ) {
this.source.data = value;
}
updateMatrix() {
this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.name = source.name;
this.source = source.source;
this.mipmaps = source.mipmaps.slice( 0 );
this.mapping = source.mapping;
this.channel = source.channel;
this.wrapS = source.wrapS;
this.wrapT = source.wrapT;
this.magFilter = source.magFilter;
this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.format = source.format;
this.internalFormat = source.internalFormat;
this.type = source.type;
this.offset.copy( source.offset );
this.repeat.copy( source.repeat );
this.center.copy( source.center );
this.rotation = source.rotation;
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrix.copy( source.matrix );
this.generateMipmaps = source.generateMipmaps;
this.premultiplyAlpha = source.premultiplyAlpha;
this.flipY = source.flipY;
this.unpackAlignment = source.unpackAlignment;
this.colorSpace = source.colorSpace;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
this.needsUpdate = true;
return this;
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
return meta.textures[ this.uuid ];
}
const output = {
metadata: {
version: 4.6,
type: 'Texture',
generator: 'Texture.toJSON'
},
uuid: this.uuid,
name: this.name,
image: this.source.toJSON( meta ).uuid,
mapping: this.mapping,
channel: this.channel,
repeat: [ this.repeat.x, this.repeat.y ],
offset: [ this.offset.x, this.offset.y ],
center: [ this.center.x, this.center.y ],
rotation: this.rotation,
wrap: [ this.wrapS, this.wrapT ],
format: this.format,
internalFormat: this.internalFormat,
type: this.type,
colorSpace: this.colorSpace,
minFilter: this.minFilter,
magFilter: this.magFilter,
anisotropy: this.anisotropy,
flipY: this.flipY,
generateMipmaps: this.generateMipmaps,
premultiplyAlpha: this.premultiplyAlpha,
unpackAlignment: this.unpackAlignment
};
if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
if ( ! isRootObject ) {
meta.textures[ this.uuid ] = output;
}
return output;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
transformUv( uv ) {
if ( this.mapping !== UVMapping ) return uv;
uv.applyMatrix3( this.matrix );
if ( uv.x < 0 || uv.x > 1 ) {
switch ( this.wrapS ) {
case RepeatWrapping:
uv.x = uv.x - Math.floor( uv.x );
break;
case ClampToEdgeWrapping:
uv.x = uv.x < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
uv.x = Math.ceil( uv.x ) - uv.x;
} else {
uv.x = uv.x - Math.floor( uv.x );
}
break;
}
}
if ( uv.y < 0 || uv.y > 1 ) {
switch ( this.wrapT ) {
case RepeatWrapping:
uv.y = uv.y - Math.floor( uv.y );
break;
case ClampToEdgeWrapping:
uv.y = uv.y < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
uv.y = Math.ceil( uv.y ) - uv.y;
} else {
uv.y = uv.y - Math.floor( uv.y );
}
break;
}
}
if ( this.flipY ) {
uv.y = 1 - uv.y;
}
return uv;
}
set needsUpdate( value ) {
if ( value === true ) {
this.version ++;
this.source.needsUpdate = true;
}
}
set needsPMREMUpdate( value ) {
if ( value === true ) {
this.pmremVersion ++;
}
}
}
Texture.DEFAULT_IMAGE = null;
Texture.DEFAULT_MAPPING = UVMapping;
Texture.DEFAULT_ANISOTROPY = 1;
class Vector4 {
constructor( x = 0, y = 0, z = 0, w = 1 ) {
Vector4.prototype.isVector4 = true;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
get width() {
return this.z;
}
set width( value ) {
this.z = value;
}
get height() {
return this.w;
}
set height( value ) {
this.w = value;
}
set( x, y, z, w ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setZ( z ) {
this.z = z;
return this;
}
setW( w ) {
this.w = w;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
case 3: this.w = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
case 3: return this.w;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y, this.z, this.w );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = ( v.w !== undefined ) ? v.w : 1;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
this.w = a.w + b.w;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
this.w += v.w * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
this.w = a.w - b.w;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
this.w *= v.w;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
}
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z, w = this.w;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
return this;
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
this.w /= v.w;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
setAxisAngleFromQuaternion( q ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
// q is assumed to be normalized
this.w = 2 * Math.acos( q.w );
const s = Math.sqrt( 1 - q.w * q.w );
if ( s < 0.0001 ) {
this.x = 1;
this.y = 0;
this.z = 0;
} else {
this.x = q.x / s;
this.y = q.y / s;
this.z = q.z / s;
}
return this;
}
setAxisAngleFromRotationMatrix( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
let angle, x, y, z; // variables for result
const epsilon = 0.01, // margin to allow for rounding errors
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
( Math.abs( m13 - m31 ) < epsilon ) &&
( Math.abs( m23 - m32 ) < epsilon ) ) {
// singularity found
// first check for identity matrix which must have +1 for all terms
// in leading diagonal and zero in other terms
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
( Math.abs( m13 + m31 ) < epsilon2 ) &&
( Math.abs( m23 + m32 ) < epsilon2 ) &&
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
// this singularity is identity matrix so angle = 0
this.set( 1, 0, 0, 0 );
return this; // zero angle, arbitrary axis
}
// otherwise this singularity is angle = 180
angle = Math.PI;
const xx = ( m11 + 1 ) / 2;
const yy = ( m22 + 1 ) / 2;
const zz = ( m33 + 1 ) / 2;
const xy = ( m12 + m21 ) / 4;
const xz = ( m13 + m31 ) / 4;
const yz = ( m23 + m32 ) / 4;
if ( ( xx > yy ) && ( xx > zz ) ) {
// m11 is the largest diagonal term
if ( xx < epsilon ) {
x = 0;
y = 0.707106781;
z = 0.707106781;
} else {
x = Math.sqrt( xx );
y = xy / x;
z = xz / x;
}
} else if ( yy > zz ) {
// m22 is the largest diagonal term
if ( yy < epsilon ) {
x = 0.707106781;
y = 0;
z = 0.707106781;
} else {
y = Math.sqrt( yy );
x = xy / y;
z = yz / y;
}
} else {
// m33 is the largest diagonal term so base result on this
if ( zz < epsilon ) {
x = 0.707106781;
y = 0.707106781;
z = 0;
} else {
z = Math.sqrt( zz );
x = xz / z;
y = yz / z;
}
}
this.set( x, y, z, angle );
return this; // return 180 deg rotation
}
// as we have reached here there are no singularities so we can handle normally
let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
( m13 - m31 ) * ( m13 - m31 ) +
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
if ( Math.abs( s ) < 0.001 ) s = 1;
// prevent divide by zero, should not happen if matrix is orthogonal and should be
// caught by singularity test above, but I've left it in just in case
this.x = ( m32 - m23 ) / s;
this.y = ( m13 - m31 ) / s;
this.z = ( m21 - m12 ) / s;
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
return this;
}
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
this.w = e[ 15 ];
return this;
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
this.z = Math.min( this.z, v.z );
this.w = Math.min( this.w, v.w );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
this.z = Math.max( this.z, v.z );
this.w = Math.max( this.w, v.w );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
this.z = clamp( this.z, min.z, max.z );
this.w = clamp( this.w, min.w, max.w );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
this.z = clamp( this.z, minVal, maxVal );
this.w = clamp( this.w, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
this.w = Math.floor( this.w );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
this.w = Math.ceil( this.w );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
this.w = Math.round( this.w );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
this.w = Math.trunc( this.w );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
this.w = - this.w;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
}
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
this.w += ( v.w - this.w ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
this.z = v1.z + ( v2.z - v1.z ) * alpha;
this.w = v1.w + ( v2.w - v1.w ) * alpha;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
this.w = array[ offset + 3 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
array[ offset + 3 ] = this.w;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
this.z = attribute.getZ( index );
this.w = attribute.getW( index );
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
this.w = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
yield this.w;
}
}
/*
In options, we can specify:
* Texture parameters for an auto-generated target texture
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
class RenderTarget extends EventDispatcher {
constructor( width = 1, height = 1, options = {} ) {
super();
this.isRenderTarget = true;
this.width = width;
this.height = height;
this.depth = 1;
this.scissor = new Vector4( 0, 0, width, height );
this.scissorTest = false;
this.viewport = new Vector4( 0, 0, width, height );
const image = { width: width, height: height, depth: 1 };
options = Object.assign( {
generateMipmaps: false,
internalFormat: null,
minFilter: LinearFilter,
depthBuffer: true,
stencilBuffer: false,
resolveDepthBuffer: true,
resolveStencilBuffer: true,
depthTexture: null,
samples: 0,
count: 1
}, options );
const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
texture.flipY = false;
texture.generateMipmaps = options.generateMipmaps;
texture.internalFormat = options.internalFormat;
this.textures = [];
const count = options.count;
for ( let i = 0; i < count; i ++ ) {
this.textures[ i ] = texture.clone();
this.textures[ i ].isRenderTargetTexture = true;
}
this.depthBuffer = options.depthBuffer;
this.stencilBuffer = options.stencilBuffer;
this.resolveDepthBuffer = options.resolveDepthBuffer;
this.resolveStencilBuffer = options.resolveStencilBuffer;
this.depthTexture = options.depthTexture;
this.samples = options.samples;
}
get texture() {
return this.textures[ 0 ];
}
set texture( value ) {
this.textures[ 0 ] = value;
}
setSize( width, height, depth = 1 ) {
if ( this.width !== width || this.height !== height || this.depth !== depth ) {
this.width = width;
this.height = height;
this.depth = depth;
for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
this.textures[ i ].image.width = width;
this.textures[ i ].image.height = height;
this.textures[ i ].image.depth = depth;
}
this.dispose();
}
this.viewport.set( 0, 0, width, height );
this.scissor.set( 0, 0, width, height );
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.width = source.width;
this.height = source.height;
this.depth = source.depth;
this.scissor.copy( source.scissor );
this.scissorTest = source.scissorTest;
this.viewport.copy( source.viewport );
this.textures.length = 0;
for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
this.textures[ i ] = source.textures[ i ].clone();
this.textures[ i ].isRenderTargetTexture = true;
}
// ensure image object is not shared, see #20328
const image = Object.assign( {}, source.texture.image );
this.texture.source = new Source( image );
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
this.resolveDepthBuffer = source.resolveDepthBuffer;
this.resolveStencilBuffer = source.resolveStencilBuffer;
if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
this.samples = source.samples;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
class WebGLRenderTarget extends RenderTarget {
constructor( width = 1, height = 1, options = {} ) {
super( width, height, options );
this.isWebGLRenderTarget = true;
}
}
class DataArrayTexture extends Texture {
constructor( data = null, width = 1, height = 1, depth = 1 ) {
super( null );
this.isDataArrayTexture = true;
this.image = { data, width, height, depth };
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
this.layerUpdates = new Set();
}
addLayerUpdate( layerIndex ) {
this.layerUpdates.add( layerIndex );
}
clearLayerUpdates() {
this.layerUpdates.clear();
}
}
class WebGLArrayRenderTarget extends WebGLRenderTarget {
constructor( width = 1, height = 1, depth = 1, options = {} ) {
super( width, height, options );
this.isWebGLArrayRenderTarget = true;
this.depth = depth;
this.texture = new DataArrayTexture( null, width, height, depth );
this.texture.isRenderTargetTexture = true;
}
}
class Data3DTexture extends Texture {
constructor( data = null, width = 1, height = 1, depth = 1 ) {
// We're going to add .setXXX() methods for setting properties later.
// Users can still set in DataTexture3D directly.
//
// const texture = new THREE.DataTexture3D( data, width, height, depth );
// texture.anisotropy = 16;
//
// See #14839
super( null );
this.isData3DTexture = true;
this.image = { data, width, height, depth };
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
}
}
class WebGL3DRenderTarget extends WebGLRenderTarget {
constructor( width = 1, height = 1, depth = 1, options = {} ) {
super( width, height, options );
this.isWebGL3DRenderTarget = true;
this.depth = depth;
this.texture = new Data3DTexture( null, width, height, depth );
this.texture.isRenderTargetTexture = true;
}
}
class Quaternion {
constructor( x = 0, y = 0, z = 0, w = 1 ) {
this.isQuaternion = true;
this._x = x;
this._y = y;
this._z = z;
this._w = w;
}
static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
// fuzz-free, array-based Quaternion SLERP operation
let x0 = src0[ srcOffset0 + 0 ],
y0 = src0[ srcOffset0 + 1 ],
z0 = src0[ srcOffset0 + 2 ],
w0 = src0[ srcOffset0 + 3 ];
const x1 = src1[ srcOffset1 + 0 ],
y1 = src1[ srcOffset1 + 1 ],
z1 = src1[ srcOffset1 + 2 ],
w1 = src1[ srcOffset1 + 3 ];
if ( t === 0 ) {
dst[ dstOffset + 0 ] = x0;
dst[ dstOffset + 1 ] = y0;
dst[ dstOffset + 2 ] = z0;
dst[ dstOffset + 3 ] = w0;
return;
}
if ( t === 1 ) {
dst[ dstOffset + 0 ] = x1;
dst[ dstOffset + 1 ] = y1;
dst[ dstOffset + 2 ] = z1;
dst[ dstOffset + 3 ] = w1;
return;
}
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
let s = 1 - t;
const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
dir = ( cos >= 0 ? 1 : - 1 ),
sqrSin = 1 - cos * cos;
// Skip the Slerp for tiny steps to avoid numeric problems:
if ( sqrSin > Number.EPSILON ) {
const sin = Math.sqrt( sqrSin ),
len = Math.atan2( sin, cos * dir );
s = Math.sin( s * len ) / sin;
t = Math.sin( t * len ) / sin;
}
const tDir = t * dir;
x0 = x0 * s + x1 * tDir;
y0 = y0 * s + y1 * tDir;
z0 = z0 * s + z1 * tDir;
w0 = w0 * s + w1 * tDir;
// Normalize in case we just did a lerp:
if ( s === 1 - t ) {
const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
x0 *= f;
y0 *= f;
z0 *= f;
w0 *= f;
}
}
dst[ dstOffset ] = x0;
dst[ dstOffset + 1 ] = y0;
dst[ dstOffset + 2 ] = z0;
dst[ dstOffset + 3 ] = w0;
}
static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
const x0 = src0[ srcOffset0 ];
const y0 = src0[ srcOffset0 + 1 ];
const z0 = src0[ srcOffset0 + 2 ];
const w0 = src0[ srcOffset0 + 3 ];
const x1 = src1[ srcOffset1 ];
const y1 = src1[ srcOffset1 + 1 ];
const z1 = src1[ srcOffset1 + 2 ];
const w1 = src1[ srcOffset1 + 3 ];
dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
return dst;
}
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
get w() {
return this._w;
}
set w( value ) {
this._w = value;
this._onChangeCallback();
}
set( x, y, z, w ) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._onChangeCallback();
return this;
}
clone() {
return new this.constructor( this._x, this._y, this._z, this._w );
}
copy( quaternion ) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this._onChangeCallback();
return this;
}
setFromEuler( euler, update = true ) {
const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
// http://www.mathworks.com/matlabcentral/fileexchange/
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
// content/SpinCalc.m
const cos = Math.cos;
const sin = Math.sin;
const c1 = cos( x / 2 );
const c2 = cos( y / 2 );
const c3 = cos( z / 2 );
const s1 = sin( x / 2 );
const s2 = sin( y / 2 );
const s3 = sin( z / 2 );
switch ( order ) {
case 'XYZ':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'YXZ':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
case 'ZXY':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'ZYX':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
case 'YZX':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'XZY':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
default:
console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
}
if ( update === true ) this._onChangeCallback();
return this;
}
setFromAxisAngle( axis, angle ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
const halfAngle = angle / 2, s = Math.sin( halfAngle );
this._x = axis.x * s;
this._y = axis.y * s;
this._z = axis.z * s;
this._w = Math.cos( halfAngle );
this._onChangeCallback();
return this;
}
setFromRotationMatrix( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
const te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
trace = m11 + m22 + m33;
if ( trace > 0 ) {
const s = 0.5 / Math.sqrt( trace + 1.0 );
this._w = 0.25 / s;
this._x = ( m32 - m23 ) * s;
this._y = ( m13 - m31 ) * s;
this._z = ( m21 - m12 ) * s;
} else if ( m11 > m22 && m11 > m33 ) {
const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
this._w = ( m32 - m23 ) / s;
this._x = 0.25 * s;
this._y = ( m12 + m21 ) / s;
this._z = ( m13 + m31 ) / s;
} else if ( m22 > m33 ) {
const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
this._w = ( m13 - m31 ) / s;
this._x = ( m12 + m21 ) / s;
this._y = 0.25 * s;
this._z = ( m23 + m32 ) / s;
} else {
const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
this._w = ( m21 - m12 ) / s;
this._x = ( m13 + m31 ) / s;
this._y = ( m23 + m32 ) / s;
this._z = 0.25 * s;
}
this._onChangeCallback();
return this;
}
setFromUnitVectors( vFrom, vTo ) {
// assumes direction vectors vFrom and vTo are normalized
let r = vFrom.dot( vTo ) + 1;
if ( r < Number.EPSILON ) {
// vFrom and vTo point in opposite directions
r = 0;
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
this._x = - vFrom.y;
this._y = vFrom.x;
this._z = 0;
this._w = r;
} else {
this._x = 0;
this._y = - vFrom.z;
this._z = vFrom.y;
this._w = r;
}
} else {
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
this._w = r;
}
return this.normalize();
}
angleTo( q ) {
return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );
}
rotateTowards( q, step ) {
const angle = this.angleTo( q );
if ( angle === 0 ) return this;
const t = Math.min( 1, step / angle );
this.slerp( q, t );
return this;
}
identity() {
return this.set( 0, 0, 0, 1 );
}
invert() {
// quaternion is assumed to have unit length
return this.conjugate();
}
conjugate() {
this._x *= - 1;
this._y *= - 1;
this._z *= - 1;
this._onChangeCallback();
return this;
}
dot( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
}
lengthSq() {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
}
length() {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
}
normalize() {
let l = this.length();
if ( l === 0 ) {
this._x = 0;
this._y = 0;
this._z = 0;
this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l;
this._y = this._y * l;
this._z = this._z * l;
this._w = this._w * l;
}
this._onChangeCallback();
return this;
}
multiply( q ) {
return this.multiplyQuaternions( this, q );
}
premultiply( q ) {
return this.multiplyQuaternions( q, this );
}
multiplyQuaternions( a, b ) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this._onChangeCallback();
return this;
}
slerp( qb, t ) {
if ( t === 0 ) return this;
if ( t === 1 ) return this.copy( qb );
const x = this._x, y = this._y, z = this._z, w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if ( cosHalfTheta < 0 ) {
this._w = - qb._w;
this._x = - qb._x;
this._y = - qb._y;
this._z = - qb._z;
cosHalfTheta = - cosHalfTheta;
} else {
this.copy( qb );
}
if ( cosHalfTheta >= 1.0 ) {
this._w = w;
this._x = x;
this._y = y;
this._z = z;
return this;
}
const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
if ( sqrSinHalfTheta <= Number.EPSILON ) {
const s = 1 - t;
this._w = s * w + t * this._w;
this._x = s * x + t * this._x;
this._y = s * y + t * this._y;
this._z = s * z + t * this._z;
this.normalize(); // normalize calls _onChangeCallback()
return this;
}
const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
this._w = ( w * ratioA + this._w * ratioB );
this._x = ( x * ratioA + this._x * ratioB );
this._y = ( y * ratioA + this._y * ratioB );
this._z = ( z * ratioA + this._z * ratioB );
this._onChangeCallback();
return this;
}
slerpQuaternions( qa, qb, t ) {
return this.copy( qa ).slerp( qb, t );
}
random() {
// sets this quaternion to a uniform random unit quaternnion
// Ken Shoemake
// Uniform random rotations
// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
const theta1 = 2 * Math.PI * Math.random();
const theta2 = 2 * Math.PI * Math.random();
const x0 = Math.random();
const r1 = Math.sqrt( 1 - x0 );
const r2 = Math.sqrt( x0 );
return this.set(
r1 * Math.sin( theta1 ),
r1 * Math.cos( theta1 ),
r2 * Math.sin( theta2 ),
r2 * Math.cos( theta2 ),
);
}
equals( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
}
fromArray( array, offset = 0 ) {
this._x = array[ offset ];
this._y = array[ offset + 1 ];
this._z = array[ offset + 2 ];
this._w = array[ offset + 3 ];
this._onChangeCallback();
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._w;
return array;
}
fromBufferAttribute( attribute, index ) {
this._x = attribute.getX( index );
this._y = attribute.getY( index );
this._z = attribute.getZ( index );
this._w = attribute.getW( index );
this._onChangeCallback();
return this;
}
toJSON() {
return this.toArray();
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._w;
}
}
class Vector3 {
constructor( x = 0, y = 0, z = 0 ) {
Vector3.prototype.isVector3 = true;
this.x = x;
this.y = y;
this.z = z;
}
set( x, y, z ) {
if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
this.x = x;
this.y = y;
this.z = z;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setZ( z ) {
this.z = z;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y, this.z );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
multiplyVectors( a, b ) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
}
applyEuler( euler ) {
return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
}
applyAxisAngle( axis, angle ) {
return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
}
applyMatrix3( m ) {
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
return this;
}
applyNormalMatrix( m ) {
return this.applyMatrix3( m ).normalize();
}
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
return this;
}
applyQuaternion( q ) {
// quaternion q is assumed to have unit length
const vx = this.x, vy = this.y, vz = this.z;
const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// t = 2 * cross( q.xyz, v );
const tx = 2 * ( qy * vz - qz * vy );
const ty = 2 * ( qz * vx - qx * vz );
const tz = 2 * ( qx * vy - qy * vx );
// v + q.w * t + cross( q.xyz, t );
this.x = vx + qw * tx + qy * tz - qz * ty;
this.y = vy + qw * ty + qz * tx - qx * tz;
this.z = vz + qw * tz + qx * ty - qy * tx;
return this;
}
project( camera ) {
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
}
unproject( camera ) {
return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
}
transformDirection( m ) {
// input: THREE.Matrix4 affine matrix
// vector interpreted as a direction
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return this.normalize();
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
this.z = Math.min( this.z, v.z );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
this.z = Math.max( this.z, v.z );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
this.z = clamp( this.z, min.z, max.z );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
this.z = clamp( this.z, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
// TODO lengthSquared?
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
this.z = v1.z + ( v2.z - v1.z ) * alpha;
return this;
}
cross( v ) {
return this.crossVectors( this, v );
}
crossVectors( a, b ) {
const ax = a.x, ay = a.y, az = a.z;
const bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
}
projectOnVector( v ) {
const denominator = v.lengthSq();
if ( denominator === 0 ) return this.set( 0, 0, 0 );
const scalar = v.dot( this ) / denominator;
return this.copy( v ).multiplyScalar( scalar );
}
projectOnPlane( planeNormal ) {
_vector$c.copy( this ).projectOnVector( planeNormal );
return this.sub( _vector$c );
}
reflect( normal ) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
}
angleTo( v ) {
const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
if ( denominator === 0 ) return Math.PI / 2;
const theta = this.dot( v ) / denominator;
// clamp, to handle numerical problems
return Math.acos( clamp( theta, - 1, 1 ) );
}
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
}
setFromSpherical( s ) {
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
}
setFromSphericalCoords( radius, phi, theta ) {
const sinPhiRadius = Math.sin( phi ) * radius;
this.x = sinPhiRadius * Math.sin( theta );
this.y = Math.cos( phi ) * radius;
this.z = sinPhiRadius * Math.cos( theta );
return this;
}
setFromCylindrical( c ) {
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
}
setFromCylindricalCoords( radius, theta, y ) {
this.x = radius * Math.sin( theta );
this.y = y;
this.z = radius * Math.cos( theta );
return this;
}
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
return this;
}
setFromMatrixScale( m ) {
const sx = this.setFromMatrixColumn( m, 0 ).length();
const sy = this.setFromMatrixColumn( m, 1 ).length();
const sz = this.setFromMatrixColumn( m, 2 ).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
}
setFromMatrixColumn( m, index ) {
return this.fromArray( m.elements, index * 4 );
}
setFromMatrix3Column( m, index ) {
return this.fromArray( m.elements, index * 3 );
}
setFromEuler( e ) {
this.x = e._x;
this.y = e._y;
this.z = e._z;
return this;
}
setFromColor( c ) {
this.x = c.r;
this.y = c.g;
this.z = c.b;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
this.z = attribute.getZ( index );
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
return this;
}
randomDirection() {
// https://mathworld.wolfram.com/SpherePointPicking.html
const theta = Math.random() * Math.PI * 2;
const u = Math.random() * 2 - 1;
const c = Math.sqrt( 1 - u * u );
this.x = c * Math.cos( theta );
this.y = u;
this.z = c * Math.sin( theta );
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
}
}
const _vector$c = /*@__PURE__*/ new Vector3();
const _quaternion$4 = /*@__PURE__*/ new Quaternion();
class Box3 {
constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
this.isBox3 = true;
this.min = min;
this.max = max;
}
set( min, max ) {
this.min.copy( min );
this.max.copy( max );
return this;
}
setFromArray( array ) {
this.makeEmpty();
for ( let i = 0, il = array.length; i < il; i += 3 ) {
this.expandByPoint( _vector$b.fromArray( array, i ) );
}
return this;
}
setFromBufferAttribute( attribute ) {
this.makeEmpty();
for ( let i = 0, il = attribute.count; i < il; i ++ ) {
this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
}
return this;
}
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
setFromCenterAndSize( center, size ) {
const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize );
this.max.copy( center ).add( halfSize );
return this;
}
setFromObject( object, precise = false ) {
this.makeEmpty();
return this.expandByObject( object, precise );
}
clone() {
return new this.constructor().copy( this );
}
copy( box ) {
this.min.copy( box.min );
this.max.copy( box.max );
return this;
}
makeEmpty() {
this.min.x = this.min.y = this.min.z = + Infinity;
this.max.x = this.max.y = this.max.z = - Infinity;
return this;
}
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
}
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
}
expandByPoint( point ) {
this.min.min( point );
this.max.max( point );
return this;
}
expandByVector( vector ) {
this.min.sub( vector );
this.max.add( vector );
return this;
}
expandByScalar( scalar ) {
this.min.addScalar( - scalar );
this.max.addScalar( scalar );
return this;
}
expandByObject( object, precise = false ) {
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
object.updateWorldMatrix( false, false );
const geometry = object.geometry;
if ( geometry !== undefined ) {
const positionAttribute = geometry.getAttribute( 'position' );
// precise AABB computation based on vertex data requires at least a position attribute.
// instancing isn't supported so far and uses the normal (conservative) code path.
if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
if ( object.isMesh === true ) {
object.getVertexPosition( i, _vector$b );
} else {
_vector$b.fromBufferAttribute( positionAttribute, i );
}
_vector$b.applyMatrix4( object.matrixWorld );
this.expandByPoint( _vector$b );
}
} else {
if ( object.boundingBox !== undefined ) {
// object-level bounding box
if ( object.boundingBox === null ) {
object.computeBoundingBox();
}
_box$4.copy( object.boundingBox );
} else {
// geometry-level bounding box
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box$4.copy( geometry.boundingBox );
}
_box$4.applyMatrix4( object.matrixWorld );
this.union( _box$4 );
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this.expandByObject( children[ i ], precise );
}
return this;
}
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x &&
point.y >= this.min.y && point.y <= this.max.y &&
point.z >= this.min.z && point.z <= this.max.z;
}
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y &&
this.min.z <= box.min.z && box.max.z <= this.max.z;
}
getParameter( point, target ) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
return target.set(
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
( point.z - this.min.z ) / ( this.max.z - this.min.z )
);
}
intersectsBox( box ) {
// using 6 splitting planes to rule out intersections.
return box.max.x >= this.min.x && box.min.x <= this.max.x &&
box.max.y >= this.min.y && box.min.y <= this.max.y &&
box.max.z >= this.min.z && box.min.z <= this.max.z;
}
intersectsSphere( sphere ) {
// Find the point on the AABB closest to the sphere center.
this.clampPoint( sphere.center, _vector$b );
// If that point is inside the sphere, the AABB and sphere intersect.
return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
}
intersectsPlane( plane ) {
// We compute the minimum and maximum dot product values. If those values
// are on the same side (back or front) of the plane, then there is no intersection.
let min, max;
if ( plane.normal.x > 0 ) {
min = plane.normal.x * this.min.x;
max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x;
max = plane.normal.x * this.min.x;
}
if ( plane.normal.y > 0 ) {
min += plane.normal.y * this.min.y;
max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y;
max += plane.normal.y * this.min.y;
}
if ( plane.normal.z > 0 ) {
min += plane.normal.z * this.min.z;
max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z;
max += plane.normal.z * this.min.z;
}
return ( min <= - plane.constant && max >= - plane.constant );
}
intersectsTriangle( triangle ) {
if ( this.isEmpty() ) {
return false;
}
// compute box center and extents
this.getCenter( _center );
_extents.subVectors( this.max, _center );
// translate triangle to aabb origin
_v0$2.subVectors( triangle.a, _center );
_v1$7.subVectors( triangle.b, _center );
_v2$4.subVectors( triangle.c, _center );
// compute edge vectors for triangle
_f0.subVectors( _v1$7, _v0$2 );
_f1.subVectors( _v2$4, _v1$7 );
_f2.subVectors( _v0$2, _v2$4 );
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
// 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
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
let axes = [
0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
];
if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
return false;
}
// test 3 face normals from the aabb
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
return false;
}
// finally testing the face normal of the triangle
// use already existing triangle edge vectors here
_triangleNormal.crossVectors( _f0, _f1 );
axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
}
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
distanceToPoint( point ) {
return this.clampPoint( point, _vector$b ).distanceTo( point );
}
getBoundingSphere( target ) {
if ( this.isEmpty() ) {
target.makeEmpty();
} else {
this.getCenter( target.center );
target.radius = this.getSize( _vector$b ).length() * 0.5;
}
return target;
}
intersect( box ) {
this.min.max( box.min );
this.max.min( box.max );
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
if ( this.isEmpty() ) this.makeEmpty();
return this;
}
union( box ) {
this.min.min( box.min );
this.max.max( box.max );
return this;
}
applyMatrix4( matrix ) {
// transform of empty box is an empty box.
if ( this.isEmpty() ) return this;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.setFromPoints( _points );
return this;
}
translate( offset ) {
this.min.add( offset );
this.max.add( offset );
return this;
}
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
}
const _points = [
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3()
];
const _vector$b = /*@__PURE__*/ new Vector3();
const _box$4 = /*@__PURE__*/ new Box3();
// triangle centered vertices
const _v0$2 = /*@__PURE__*/ new Vector3();
const _v1$7 = /*@__PURE__*/ new Vector3();
const _v2$4 = /*@__PURE__*/ new Vector3();
// triangle edge vectors
const _f0 = /*@__PURE__*/ new Vector3();
const _f1 = /*@__PURE__*/ new Vector3();
const _f2 = /*@__PURE__*/ new Vector3();
const _center = /*@__PURE__*/ new Vector3();
const _extents = /*@__PURE__*/ new Vector3();
const _triangleNormal = /*@__PURE__*/ new Vector3();
const _testAxis = /*@__PURE__*/ new Vector3();
function satForAxes( axes, v0, v1, v2, extents ) {
for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
_testAxis.fromArray( axes, i );
// project the aabb onto the separating axis
const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
// project all 3 vertices of the triangle onto the separating axis
const p0 = v0.dot( _testAxis );
const p1 = v1.dot( _testAxis );
const p2 = v2.dot( _testAxis );
// actual test, basically see if either of the most extreme of the triangle points intersects r
if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
// points of the projected triangle are outside the projected half-length of the aabb
// the axis is separating and we can exit
return false;
}
}
return true;
}
const _box$3 = /*@__PURE__*/ new Box3();
const _v1$6 = /*@__PURE__*/ new Vector3();
const _v2$3 = /*@__PURE__*/ new Vector3();
class Sphere {
constructor( center = new Vector3(), radius = - 1 ) {
this.isSphere = true;
this.center = center;
this.radius = radius;
}
set( center, radius ) {
this.center.copy( center );
this.radius = radius;
return this;
}
setFromPoints( points, optionalCenter ) {
const center = this.center;
if ( optionalCenter !== undefined ) {
center.copy( optionalCenter );
} else {
_box$3.setFromPoints( points ).getCenter( center );
}
let maxRadiusSq = 0;
for ( let i = 0, il = points.length; i < il; i ++ ) {
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
}
this.radius = Math.sqrt( maxRadiusSq );
return this;
}
copy( sphere ) {
this.center.copy( sphere.center );
this.radius = sphere.radius;
return this;
}
isEmpty() {
return ( this.radius < 0 );
}
makeEmpty() {
this.center.set( 0, 0, 0 );
this.radius = - 1;
return this;
}
containsPoint( point ) {
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
}
distanceToPoint( point ) {
return ( point.distanceTo( this.center ) - this.radius );
}
intersectsSphere( sphere ) {
const radiusSum = this.radius + sphere.radius;
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
}
intersectsBox( box ) {
return box.intersectsSphere( this );
}
intersectsPlane( plane ) {
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
}
clampPoint( point, target ) {
const deltaLengthSq = this.center.distanceToSquared( point );
target.copy( point );
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
target.sub( this.center ).normalize();
target.multiplyScalar( this.radius ).add( this.center );
}
return target;
}
getBoundingBox( target ) {
if ( this.isEmpty() ) {
// Empty sphere produces empty bounding box
target.makeEmpty();
return target;
}
target.set( this.center, this.center );
target.expandByScalar( this.radius );
return target;
}
applyMatrix4( matrix ) {
this.center.applyMatrix4( matrix );
this.radius = this.radius * matrix.getMaxScaleOnAxis();
return this;
}
translate( offset ) {
this.center.add( offset );
return this;
}
expandByPoint( point ) {
if ( this.isEmpty() ) {
this.center.copy( point );
this.radius = 0;
return this;
}
_v1$6.subVectors( point, this.center );
const lengthSq = _v1$6.lengthSq();
if ( lengthSq > ( this.radius * this.radius ) ) {
// calculate the minimal sphere
const length = Math.sqrt( lengthSq );
const delta = ( length - this.radius ) * 0.5;
this.center.addScaledVector( _v1$6, delta / length );
this.radius += delta;
}
return this;
}
union( sphere ) {
if ( sphere.isEmpty() ) {
return this;
}
if ( this.isEmpty() ) {
this.copy( sphere );
return this;
}
if ( this.center.equals( sphere.center ) === true ) {
this.radius = Math.max( this.radius, sphere.radius );
} else {
_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
}
return this;
}
equals( sphere ) {
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
}
clone() {
return new this.constructor().copy( this );
}
}
const _vector$a = /*@__PURE__*/ new Vector3();
const _segCenter = /*@__PURE__*/ new Vector3();
const _segDir = /*@__PURE__*/ new Vector3();
const _diff = /*@__PURE__*/ new Vector3();
const _edge1 = /*@__PURE__*/ new Vector3();
const _edge2 = /*@__PURE__*/ new Vector3();
const _normal$1 = /*@__PURE__*/ new Vector3();
class Ray {
constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {
this.origin = origin;
this.direction = direction;
}
set( origin, direction ) {
this.origin.copy( origin );
this.direction.copy( direction );
return this;
}
copy( ray ) {
this.origin.copy( ray.origin );
this.direction.copy( ray.direction );
return this;
}
at( t, target ) {
return target.copy( this.origin ).addScaledVector( this.direction, t );
}
lookAt( v ) {
this.direction.copy( v ).sub( this.origin ).normalize();
return this;
}
recast( t ) {
this.origin.copy( this.at( t, _vector$a ) );
return this;
}
closestPointToPoint( point, target ) {
target.subVectors( point, this.origin );
const directionDistance = target.dot( this.direction );
if ( directionDistance < 0 ) {
return target.copy( this.origin );
}
return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
}
distanceToPoint( point ) {
return Math.sqrt( this.distanceSqToPoint( point ) );
}
distanceSqToPoint( point ) {
const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
// point behind the ray
if ( directionDistance < 0 ) {
return this.origin.distanceToSquared( point );
}
_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
return _vector$a.distanceToSquared( point );
}
distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
// It returns the min distance between the ray and the segment
// defined by v0 and v1
// It can also set two optional targets :
// - The closest point on the ray
// - The closest point on the segment
_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
_segDir.copy( v1 ).sub( v0 ).normalize();
_diff.copy( this.origin ).sub( _segCenter );
const segExtent = v0.distanceTo( v1 ) * 0.5;
const a01 = - this.direction.dot( _segDir );
const b0 = _diff.dot( this.direction );
const b1 = - _diff.dot( _segDir );
const c = _diff.lengthSq();
const det = Math.abs( 1 - a01 * a01 );
let s0, s1, sqrDist, extDet;
if ( det > 0 ) {
// The ray and segment are not parallel.
s0 = a01 * b1 - b0;
s1 = a01 * b0 - b1;
extDet = segExtent * det;
if ( s0 >= 0 ) {
if ( s1 >= - extDet ) {
if ( s1 <= extDet ) {
// region 0
// Minimum at interior points of ray and segment.
const invDet = 1 / det;
s0 *= invDet;
s1 *= invDet;
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
} else {
// region 1
s1 = segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
// region 5
s1 = - segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
if ( s1 <= - extDet ) {
// region 4
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
} else if ( s1 <= extDet ) {
// region 3
s0 = 0;
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
} else {
// region 2
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
}
} else {
// Ray and segment are parallel.
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
if ( optionalPointOnRay ) {
optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
}
if ( optionalPointOnSegment ) {
optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
}
return sqrDist;
}
intersectSphere( sphere, target ) {
_vector$a.subVectors( sphere.center, this.origin );
const tca = _vector$a.dot( this.direction );
const d2 = _vector$a.dot( _vector$a ) - tca * tca;
const radius2 = sphere.radius * sphere.radius;
if ( d2 > radius2 ) return null;
const thc = Math.sqrt( radius2 - d2 );
// t0 = first intersect point - entrance on front of sphere
const t0 = tca - thc;
// t1 = second intersect point - exit point on back of sphere
const t1 = tca + thc;
// test to see if t1 is behind the ray - if so, return null
if ( t1 < 0 ) return null;
// test to see if t0 is behind the ray:
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
// in order to always return an intersect point that is in front of the ray.
if ( t0 < 0 ) return this.at( t1, target );
// else t0 is in front of the ray, so return the first collision point scaled by t0
return this.at( t0, target );
}
intersectsSphere( sphere ) {
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
}
distanceToPlane( plane ) {
const denominator = plane.normal.dot( this.direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( plane.distanceToPoint( this.origin ) === 0 ) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return null;
}
const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : null;
}
intersectPlane( plane, target ) {
const t = this.distanceToPlane( plane );
if ( t === null ) {
return null;
}
return this.at( t, target );
}
intersectsPlane( plane ) {
// check if the ray lies on the plane first
const distToPoint = plane.distanceToPoint( this.origin );
if ( distToPoint === 0 ) {
return true;
}
const denominator = plane.normal.dot( this.direction );
if ( denominator * distToPoint < 0 ) {
return true;
}
// ray origin is behind the plane (and is pointing behind it)
return false;
}
intersectBox( box, target ) {
let tmin, tmax, tymin, tymax, tzmin, tzmax;
const invdirx = 1 / this.direction.x,
invdiry = 1 / this.direction.y,
invdirz = 1 / this.direction.z;
const origin = this.origin;
if ( invdirx >= 0 ) {
tmin = ( box.min.x - origin.x ) * invdirx;
tmax = ( box.max.x - origin.x ) * invdirx;
} else {
tmin = ( box.max.x - origin.x ) * invdirx;
tmax = ( box.min.x - origin.x ) * invdirx;
}
if ( invdiry >= 0 ) {
tymin = ( box.min.y - origin.y ) * invdiry;
tymax = ( box.max.y - origin.y ) * invdiry;
} else {
tymin = ( box.max.y - origin.y ) * invdiry;
tymax = ( box.min.y - origin.y ) * invdiry;
}
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
if ( invdirz >= 0 ) {
tzmin = ( box.min.z - origin.z ) * invdirz;
tzmax = ( box.max.z - origin.z ) * invdirz;
} else {
tzmin = ( box.max.z - origin.z ) * invdirz;
tzmax = ( box.min.z - origin.z ) * invdirz;
}
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
//return point closest to the ray (positive side)
if ( tmax < 0 ) return null;
return this.at( tmin >= 0 ? tmin : tmax, target );
}
intersectsBox( box ) {
return this.intersectBox( box, _vector$a ) !== null;
}
intersectTriangle( a, b, c, backfaceCulling, target ) {
// Compute the offset origin, edges, and normal.
// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
_edge1.subVectors( b, a );
_edge2.subVectors( c, a );
_normal$1.crossVectors( _edge1, _edge2 );
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
let DdN = this.direction.dot( _normal$1 );
let sign;
if ( DdN > 0 ) {
if ( backfaceCulling ) return null;
sign = 1;
} else if ( DdN < 0 ) {
sign = - 1;
DdN = - DdN;
} else {
return null;
}
_diff.subVectors( this.origin, a );
const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
// b1 < 0, no intersection
if ( DdQxE2 < 0 ) {
return null;
}
const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
// b2 < 0, no intersection
if ( DdE1xQ < 0 ) {
return null;
}
// b1+b2 > 1, no intersection
if ( DdQxE2 + DdE1xQ > DdN ) {
return null;
}
// Line intersects triangle, check if ray does.
const QdN = - sign * _diff.dot( _normal$1 );
// t < 0, no intersection
if ( QdN < 0 ) {
return null;
}
// Ray intersects triangle.
return this.at( QdN / DdN, target );
}
applyMatrix4( matrix4 ) {
this.origin.applyMatrix4( matrix4 );
this.direction.transformDirection( matrix4 );
return this;
}
equals( ray ) {
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
}
clone() {
return new this.constructor().copy( this );
}
}
class Matrix4 {
constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
Matrix4.prototype.isMatrix4 = true;
this.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
}
}
set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
return this;
}
identity() {
this.set(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
clone() {
return new Matrix4().fromArray( this.elements );
}
copy( m ) {
const te = this.elements;
const me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
return this;
}
copyPosition( m ) {
const te = this.elements, me = m.elements;
te[ 12 ] = me[ 12 ];
te[ 13 ] = me[ 13 ];
te[ 14 ] = me[ 14 ];
return this;
}
setFromMatrix3( m ) {
const me = m.elements;
this.set(
me[ 0 ], me[ 3 ], me[ 6 ], 0,
me[ 1 ], me[ 4 ], me[ 7 ], 0,
me[ 2 ], me[ 5 ], me[ 8 ], 0,
0, 0, 0, 1
);
return this;
}
extractBasis( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrixColumn( this, 0 );
yAxis.setFromMatrixColumn( this, 1 );
zAxis.setFromMatrixColumn( this, 2 );
return this;
}
makeBasis( xAxis, yAxis, zAxis ) {
this.set(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
);
return this;
}
extractRotation( m ) {
// this method does not support reflection matrices
const te = this.elements;
const me = m.elements;
const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
te[ 0 ] = me[ 0 ] * scaleX;
te[ 1 ] = me[ 1 ] * scaleX;
te[ 2 ] = me[ 2 ] * scaleX;
te[ 3 ] = 0;
te[ 4 ] = me[ 4 ] * scaleY;
te[ 5 ] = me[ 5 ] * scaleY;
te[ 6 ] = me[ 6 ] * scaleY;
te[ 7 ] = 0;
te[ 8 ] = me[ 8 ] * scaleZ;
te[ 9 ] = me[ 9 ] * scaleZ;
te[ 10 ] = me[ 10 ] * scaleZ;
te[ 11 ] = 0;
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
makeRotationFromEuler( euler ) {
const te = this.elements;
const x = euler.x, y = euler.y, z = euler.z;
const a = Math.cos( x ), b = Math.sin( x );
const c = Math.cos( y ), d = Math.sin( y );
const e = Math.cos( z ), f = Math.sin( z );
if ( euler.order === 'XYZ' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = - c * f;
te[ 8 ] = d;
te[ 1 ] = af + be * d;
te[ 5 ] = ae - bf * d;
te[ 9 ] = - b * c;
te[ 2 ] = bf - ae * d;
te[ 6 ] = be + af * d;
te[ 10 ] = a * c;
} else if ( euler.order === 'YXZ' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce + df * b;
te[ 4 ] = de * b - cf;
te[ 8 ] = a * d;
te[ 1 ] = a * f;
te[ 5 ] = a * e;
te[ 9 ] = - b;
te[ 2 ] = cf * b - de;
te[ 6 ] = df + ce * b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZXY' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce - df * b;
te[ 4 ] = - a * f;
te[ 8 ] = de + cf * b;
te[ 1 ] = cf + de * b;
te[ 5 ] = a * e;
te[ 9 ] = df - ce * b;
te[ 2 ] = - a * d;
te[ 6 ] = b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZYX' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = be * d - af;
te[ 8 ] = ae * d + bf;
te[ 1 ] = c * f;
te[ 5 ] = bf * d + ae;
te[ 9 ] = af * d - be;
te[ 2 ] = - d;
te[ 6 ] = b * c;
te[ 10 ] = a * c;
} else if ( euler.order === 'YZX' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = bd - ac * f;
te[ 8 ] = bc * f + ad;
te[ 1 ] = f;
te[ 5 ] = a * e;
te[ 9 ] = - b * e;
te[ 2 ] = - d * e;
te[ 6 ] = ad * f + bc;
te[ 10 ] = ac - bd * f;
} else if ( euler.order === 'XZY' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = - f;
te[ 8 ] = d * e;
te[ 1 ] = ac * f + bd;
te[ 5 ] = a * e;
te[ 9 ] = ad * f - bc;
te[ 2 ] = bc * f - ad;
te[ 6 ] = b * e;
te[ 10 ] = bd * f + ac;
}
// bottom row
te[ 3 ] = 0;
te[ 7 ] = 0;
te[ 11 ] = 0;
// last column
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
makeRotationFromQuaternion( q ) {
return this.compose( _zero, q, _one );
}
lookAt( eye, target, up ) {
const te = this.elements;
_z.subVectors( eye, target );
if ( _z.lengthSq() === 0 ) {
// eye and target are in the same position
_z.z = 1;
}
_z.normalize();
_x.crossVectors( up, _z );
if ( _x.lengthSq() === 0 ) {
// up and z are parallel
if ( Math.abs( up.z ) === 1 ) {
_z.x += 0.0001;
} else {
_z.z += 0.0001;
}
_z.normalize();
_x.crossVectors( up, _z );
}
_x.normalize();
_y.crossVectors( _z, _x );
te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
return this;
}
multiply( m ) {
return this.multiplyMatrices( this, m );
}
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
multiplyMatrices( a, b ) {
const ae = a.elements;
const be = b.elements;
const te = this.elements;
const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
}
multiplyScalar( s ) {
const te = this.elements;
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
return this;
}
determinant() {
const te = this.elements;
const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
//TODO: make this more efficient
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
return (
n41 * (
+ n14 * n23 * n32
- n13 * n24 * n32
- n14 * n22 * n33
+ n12 * n24 * n33
+ n13 * n22 * n34
- n12 * n23 * n34
) +
n42 * (
+ n11 * n23 * n34
- n11 * n24 * n33
+ n14 * n21 * n33
- n13 * n21 * n34
+ n13 * n24 * n31
- n14 * n23 * n31
) +
n43 * (
+ n11 * n24 * n32
- n11 * n22 * n34
- n14 * n21 * n32
+ n12 * n21 * n34
+ n14 * n22 * n31
- n12 * n24 * n31
) +
n44 * (
- n13 * n22 * n31
- n11 * n23 * n32
+ n11 * n22 * n33
+ n13 * n21 * n32
- n12 * n21 * n33
+ n12 * n23 * n31
)
);
}
transpose() {
const te = this.elements;
let tmp;
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
return this;
}
setPosition( x, y, z ) {
const te = this.elements;
if ( x.isVector3 ) {
te[ 12 ] = x.x;
te[ 13 ] = x.y;
te[ 14 ] = x.z;
} else {
te[ 12 ] = x;
te[ 13 ] = y;
te[ 14 ] = z;
}
return this;
}
invert() {
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
const te = this.elements,
n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
const detInv = 1 / det;
te[ 0 ] = t11 * detInv;
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
te[ 4 ] = t12 * detInv;
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
te[ 8 ] = t13 * detInv;
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
te[ 12 ] = t14 * detInv;
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
return this;
}
scale( v ) {
const te = this.elements;
const x = v.x, y = v.y, z = v.z;
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
return this;
}
getMaxScaleOnAxis() {
const te = this.elements;
const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
}
makeTranslation( x, y, z ) {
if ( x.isVector3 ) {
this.set(
1, 0, 0, x.x,
0, 1, 0, x.y,
0, 0, 1, x.z,
0, 0, 0, 1
);
} else {
this.set(
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
);
}
return this;
}
makeRotationX( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
1, 0, 0, 0,
0, c, - s, 0,
0, s, c, 0,
0, 0, 0, 1
);
return this;
}
makeRotationY( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1
);
return this;
}
makeRotationZ( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, - s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
makeRotationAxis( axis, angle ) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
const c = Math.cos( angle );
const s = Math.sin( angle );
const t = 1 - c;
const x = axis.x, y = axis.y, z = axis.z;
const tx = t * x, ty = t * y;
this.set(
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
);
return this;
}
makeScale( x, y, z ) {
this.set(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
return this;
}
makeShear( xy, xz, yx, yz, zx, zy ) {
this.set(
1, yx, zx, 0,
xy, 1, zy, 0,
xz, yz, 1, 0,
0, 0, 0, 1
);
return this;
}
compose( position, quaternion, scale ) {
const te = this.elements;
const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
const sx = scale.x, sy = scale.y, sz = scale.z;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
te[ 1 ] = ( xy + wz ) * sx;
te[ 2 ] = ( xz - wy ) * sx;
te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy;
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
te[ 6 ] = ( yz + wx ) * sy;
te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz;
te[ 9 ] = ( yz - wx ) * sz;
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
te[ 11 ] = 0;
te[ 12 ] = position.x;
te[ 13 ] = position.y;
te[ 14 ] = position.z;
te[ 15 ] = 1;
return this;
}
decompose( position, quaternion, scale ) {
const te = this.elements;
let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
// if determine is negative, we need to invert one scale
const det = this.determinant();
if ( det < 0 ) sx = - sx;
position.x = te[ 12 ];
position.y = te[ 13 ];
position.z = te[ 14 ];
// scale the rotation part
_m1$2.copy( this );
const invSX = 1 / sx;
const invSY = 1 / sy;
const invSZ = 1 / sz;
_m1$2.elements[ 0 ] *= invSX;
_m1$2.elements[ 1 ] *= invSX;
_m1$2.elements[ 2 ] *= invSX;
_m1$2.elements[ 4 ] *= invSY;
_m1$2.elements[ 5 ] *= invSY;
_m1$2.elements[ 6 ] *= invSY;
_m1$2.elements[ 8 ] *= invSZ;
_m1$2.elements[ 9 ] *= invSZ;
_m1$2.elements[ 10 ] *= invSZ;
quaternion.setFromRotationMatrix( _m1$2 );
scale.x = sx;
scale.y = sy;
scale.z = sz;
return this;
}
makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
const te = this.elements;
const x = 2 * near / ( right - left );
const y = 2 * near / ( top - bottom );
const a = ( right + left ) / ( right - left );
const b = ( top + bottom ) / ( top - bottom );
let c, d;
if ( coordinateSystem === WebGLCoordinateSystem ) {
c = - ( far + near ) / ( far - near );
d = ( - 2 * far * near ) / ( far - near );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
c = - far / ( far - near );
d = ( - far * near ) / ( far - near );
} else {
throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
}
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
return this;
}
makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
const te = this.elements;
const w = 1.0 / ( right - left );
const h = 1.0 / ( top - bottom );
const p = 1.0 / ( far - near );
const x = ( right + left ) * w;
const y = ( top + bottom ) * h;
let z, zInv;
if ( coordinateSystem === WebGLCoordinateSystem ) {
z = ( far + near ) * p;
zInv = - 2 * p;
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
z = near * p;
zInv = - 1 * p;
} else {
throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
}
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
return this;
}
equals( matrix ) {
const te = this.elements;
const me = matrix.elements;
for ( let i = 0; i < 16; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
}
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 16; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
toArray( array = [], offset = 0 ) {
const te = this.elements;
array[ offset ] = te[ 0 ];
array[ offset + 1 ] = te[ 1 ];
array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ];
array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ];
array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ];
array[ offset + 9 ] = te[ 9 ];
array[ offset + 10 ] = te[ 10 ];
array[ offset + 11 ] = te[ 11 ];
array[ offset + 12 ] = te[ 12 ];
array[ offset + 13 ] = te[ 13 ];
array[ offset + 14 ] = te[ 14 ];
array[ offset + 15 ] = te[ 15 ];
return array;
}
}
const _v1$5 = /*@__PURE__*/ new Vector3();
const _m1$2 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();
const _matrix$2 = /*@__PURE__*/ new Matrix4();
const _quaternion$3 = /*@__PURE__*/ new Quaternion();
class Euler {
constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
this.isEuler = true;
this._x = x;
this._y = y;
this._z = z;
this._order = order;
}
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
get order() {
return this._order;
}
set order( value ) {
this._order = value;
this._onChangeCallback();
}
set( x, y, z, order = this._order ) {
this._x = x;
this._y = y;
this._z = z;
this._order = order;
this._onChangeCallback();
return this;
}
clone() {
return new this.constructor( this._x, this._y, this._z, this._order );
}
copy( euler ) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this._onChangeCallback();
return this;
}
setFromRotationMatrix( m, order = this._order, update = true ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
const te = m.elements;
const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
switch ( order ) {
case 'XYZ':
this._y = Math.asin( clamp( m13, - 1, 1 ) );
if ( Math.abs( m13 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m33 );
this._z = Math.atan2( - m12, m11 );
} else {
this._x = Math.atan2( m32, m22 );
this._z = 0;
}
break;
case 'YXZ':
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
if ( Math.abs( m23 ) < 0.9999999 ) {
this._y = Math.atan2( m13, m33 );
this._z = Math.atan2( m21, m22 );
} else {
this._y = Math.atan2( - m31, m11 );
this._z = 0;
}
break;
case 'ZXY':
this._x = Math.asin( clamp( m32, - 1, 1 ) );
if ( Math.abs( m32 ) < 0.9999999 ) {
this._y = Math.atan2( - m31, m33 );
this._z = Math.atan2( - m12, m22 );
} else {
this._y = 0;
this._z = Math.atan2( m21, m11 );
}
break;
case 'ZYX':
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
if ( Math.abs( m31 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m33 );
this._z = Math.atan2( m21, m11 );
} else {
this._x = 0;
this._z = Math.atan2( - m12, m22 );
}
break;
case 'YZX':
this._z = Math.asin( clamp( m21, - 1, 1 ) );
if ( Math.abs( m21 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m22 );
this._y = Math.atan2( - m31, m11 );
} else {
this._x = 0;
this._y = Math.atan2( m13, m33 );
}
break;
case 'XZY':
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
if ( Math.abs( m12 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m22 );
this._y = Math.atan2( m13, m11 );
} else {
this._x = Math.atan2( - m23, m33 );
this._y = 0;
}
break;
default:
console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
}
this._order = order;
if ( update === true ) this._onChangeCallback();
return this;
}
setFromQuaternion( q, order, update ) {
_matrix$2.makeRotationFromQuaternion( q );
return this.setFromRotationMatrix( _matrix$2, order, update );
}
setFromVector3( v, order = this._order ) {
return this.set( v.x, v.y, v.z, order );
}
reorder( newOrder ) {
// WARNING: this discards revolution information -bhouston
_quaternion$3.setFromEuler( this );
return this.setFromQuaternion( _quaternion$3, newOrder );
}
equals( euler ) {
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
}
fromArray( array ) {
this._x = array[ 0 ];
this._y = array[ 1 ];
this._z = array[ 2 ];
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
this._onChangeCallback();
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._order;
return array;
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._order;
}
}
Euler.DEFAULT_ORDER = 'XYZ';
class Layers {
constructor() {
this.mask = 1 | 0;
}
set( channel ) {
this.mask = ( 1 << channel | 0 ) >>> 0;
}
enable( channel ) {
this.mask |= 1 << channel | 0;
}
enableAll() {
this.mask = 0xffffffff | 0;
}
toggle( channel ) {
this.mask ^= 1 << channel | 0;
}
disable( channel ) {
this.mask &= ~ ( 1 << channel | 0 );
}
disableAll() {
this.mask = 0;
}
test( layers ) {
return ( this.mask & layers.mask ) !== 0;
}
isEnabled( channel ) {
return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
}
}
let _object3DId = 0;
const _v1$4 = /*@__PURE__*/ new Vector3();
const _q1 = /*@__PURE__*/ new Quaternion();
const _m1$1 = /*@__PURE__*/ new Matrix4();
const _target = /*@__PURE__*/ new Vector3();
const _position$3 = /*@__PURE__*/ new Vector3();
const _scale$2 = /*@__PURE__*/ new Vector3();
const _quaternion$2 = /*@__PURE__*/ new Quaternion();
const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
const _addedEvent = { type: 'added' };
const _removedEvent = { type: 'removed' };
const _childaddedEvent = { type: 'childadded', child: null };
const _childremovedEvent = { type: 'childremoved', child: null };
class Object3D extends EventDispatcher {
constructor() {
super();
this.isObject3D = true;
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'Object3D';
this.parent = null;
this.children = [];
this.up = Object3D.DEFAULT_UP.clone();
const position = new Vector3();
const rotation = new Euler();
const quaternion = new Quaternion();
const scale = new Vector3( 1, 1, 1 );
function onRotationChange() {
quaternion.setFromEuler( rotation, false );
}
function onQuaternionChange() {
rotation.setFromQuaternion( quaternion, undefined, false );
}
rotation._onChange( onRotationChange );
quaternion._onChange( onQuaternionChange );
Object.defineProperties( this, {
position: {
configurable: true,
enumerable: true,
value: position
},
rotation: {
configurable: true,
enumerable: true,
value: rotation
},
quaternion: {
configurable: true,
enumerable: true,
value: quaternion
},
scale: {
configurable: true,
enumerable: true,
value: scale
},
modelViewMatrix: {
value: new Matrix4()
},
normalMatrix: {
value: new Matrix3()
}
} );
this.matrix = new Matrix4();
this.matrixWorld = new Matrix4();
this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
this.matrixWorldNeedsUpdate = false;
this.layers = new Layers();
this.visible = true;
this.castShadow = false;
this.receiveShadow = false;
this.frustumCulled = true;
this.renderOrder = 0;
this.animations = [];
this.userData = {};
}
onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
applyMatrix4( matrix ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
this.matrix.premultiply( matrix );
this.matrix.decompose( this.position, this.quaternion, this.scale );
}
applyQuaternion( q ) {
this.quaternion.premultiply( q );
return this;
}
setRotationFromAxisAngle( axis, angle ) {
// assumes axis is normalized
this.quaternion.setFromAxisAngle( axis, angle );
}
setRotationFromEuler( euler ) {
this.quaternion.setFromEuler( euler, true );
}
setRotationFromMatrix( m ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
this.quaternion.setFromRotationMatrix( m );
}
setRotationFromQuaternion( q ) {
// assumes q is normalized
this.quaternion.copy( q );
}
rotateOnAxis( axis, angle ) {
// rotate object on axis in object space
// axis is assumed to be normalized
_q1.setFromAxisAngle( axis, angle );
this.quaternion.multiply( _q1 );
return this;
}
rotateOnWorldAxis( axis, angle ) {
// rotate object on axis in world space
// axis is assumed to be normalized
// method assumes no rotated parent
_q1.setFromAxisAngle( axis, angle );
this.quaternion.premultiply( _q1 );
return this;
}
rotateX( angle ) {
return this.rotateOnAxis( _xAxis, angle );
}
rotateY( angle ) {
return this.rotateOnAxis( _yAxis, angle );
}
rotateZ( angle ) {
return this.rotateOnAxis( _zAxis, angle );
}
translateOnAxis( axis, distance ) {
// translate object by distance along axis in object space
// axis is assumed to be normalized
_v1$4.copy( axis ).applyQuaternion( this.quaternion );
this.position.add( _v1$4.multiplyScalar( distance ) );
return this;
}
translateX( distance ) {
return this.translateOnAxis( _xAxis, distance );
}
translateY( distance ) {
return this.translateOnAxis( _yAxis, distance );
}
translateZ( distance ) {
return this.translateOnAxis( _zAxis, distance );
}
localToWorld( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( this.matrixWorld );
}
worldToLocal( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
}
lookAt( x, y, z ) {
// This method does not support objects having non-uniformly-scaled parent(s)
if ( x.isVector3 ) {
_target.copy( x );
} else {
_target.set( x, y, z );
}
const parent = this.parent;
this.updateWorldMatrix( true, false );
_position$3.setFromMatrixPosition( this.matrixWorld );
if ( this.isCamera || this.isLight ) {
_m1$1.lookAt( _position$3, _target, this.up );
} else {
_m1$1.lookAt( _target, _position$3, this.up );
}
this.quaternion.setFromRotationMatrix( _m1$1 );
if ( parent ) {
_m1$1.extractRotation( parent.matrixWorld );
_q1.setFromRotationMatrix( _m1$1 );
this.quaternion.premultiply( _q1.invert() );
}
}
add( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.add( arguments[ i ] );
}
return this;
}
if ( object === this ) {
console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
return this;
}
if ( object && object.isObject3D ) {
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
} else {
console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
}
return this;
}
remove( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.remove( arguments[ i ] );
}
return this;
}
const index = this.children.indexOf( object );
if ( index !== - 1 ) {
object.parent = null;
this.children.splice( index, 1 );
object.dispatchEvent( _removedEvent );
_childremovedEvent.child = object;
this.dispatchEvent( _childremovedEvent );
_childremovedEvent.child = null;
}
return this;
}
removeFromParent() {
const parent = this.parent;
if ( parent !== null ) {
parent.remove( this );
}
return this;
}
clear() {
return this.remove( ... this.children );
}
attach( object ) {
// adds object as a child of this, while maintaining the object's world transform
// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
this.updateWorldMatrix( true, false );
_m1$1.copy( this.matrixWorld ).invert();
if ( object.parent !== null ) {
object.parent.updateWorldMatrix( true, false );
_m1$1.multiply( object.parent.matrixWorld );
}
object.applyMatrix4( _m1$1 );
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.updateWorldMatrix( false, true );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
return this;
}
getObjectById( id ) {
return this.getObjectByProperty( 'id', id );
}
getObjectByName( name ) {
return this.getObjectByProperty( 'name', name );
}
getObjectByProperty( name, value ) {
if ( this[ name ] === value ) return this;
for ( let i = 0, l = this.children.length; i < l; i ++ ) {
const child = this.children[ i ];
const object = child.getObjectByProperty( name, value );
if ( object !== undefined ) {
return object;
}
}
return undefined;
}
getObjectsByProperty( name, value, result = [] ) {
if ( this[ name ] === value ) result.push( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].getObjectsByProperty( name, value, result );
}
return result;
}
getWorldPosition( target ) {
this.updateWorldMatrix( true, false );
return target.setFromMatrixPosition( this.matrixWorld );
}
getWorldQuaternion( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$3, target, _scale$2 );
return target;
}
getWorldScale( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$3, _quaternion$2, target );
return target;
}
getWorldDirection( target ) {
this.updateWorldMatrix( true, false );
const e = this.matrixWorld.elements;
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
}
raycast( /* raycaster, intersects */ ) {}
traverse( callback ) {
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverse( callback );
}
}
traverseVisible( callback ) {
if ( this.visible === false ) return;
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverseVisible( callback );
}
}
traverseAncestors( callback ) {
const parent = this.parent;
if ( parent !== null ) {
callback( parent );
parent.traverseAncestors( callback );
}
}
updateMatrix() {
this.matrix.compose( this.position, this.quaternion, this.scale );
this.matrixWorldNeedsUpdate = true;
}
updateMatrixWorld( force ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// make sure descendants are updated if required
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateMatrixWorld( force );
}
}
updateWorldMatrix( updateParents, updateChildren ) {
const parent = this.parent;
if ( updateParents === true && parent !== null ) {
parent.updateWorldMatrix( true, false );
}
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
// make sure descendants are updated
if ( updateChildren === true ) {
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateWorldMatrix( false, true );
}
}
}
toJSON( meta ) {
// meta is a string when called from JSON.stringify
const isRootObject = ( meta === undefined || typeof meta === 'string' );
const output = {};
// meta is a hash used to collect geometries, materials.
// not providing it implies that this is the root object
// being serialized.
if ( isRootObject ) {
// initialize meta obj
meta = {
geometries: {},
materials: {},
textures: {},
images: {},
shapes: {},
skeletons: {},
animations: {},
nodes: {}
};
output.metadata = {
version: 4.6,
type: 'Object',
generator: 'Object3D.toJSON'
};
}
// standard Object3D serialization
const object = {};
object.uuid = this.uuid;
object.type = this.type;
if ( this.name !== '' ) object.name = this.name;
if ( this.castShadow === true ) object.castShadow = true;
if ( this.receiveShadow === true ) object.receiveShadow = true;
if ( this.visible === false ) object.visible = false;
if ( this.frustumCulled === false ) object.frustumCulled = false;
if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
object.layers = this.layers.mask;
object.matrix = this.matrix.toArray();
object.up = this.up.toArray();
if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
// object specific properties
if ( this.isInstancedMesh ) {
object.type = 'InstancedMesh';
object.count = this.count;
object.instanceMatrix = this.instanceMatrix.toJSON();
if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
}
if ( this.isBatchedMesh ) {
object.type = 'BatchedMesh';
object.perObjectFrustumCulled = this.perObjectFrustumCulled;
object.sortObjects = this.sortObjects;
object.drawRanges = this._drawRanges;
object.reservedRanges = this._reservedRanges;
object.visibility = this._visibility;
object.active = this._active;
object.bounds = this._bounds.map( bound => ( {
boxInitialized: bound.boxInitialized,
boxMin: bound.box.min.toArray(),
boxMax: bound.box.max.toArray(),
sphereInitialized: bound.sphereInitialized,
sphereRadius: bound.sphere.radius,
sphereCenter: bound.sphere.center.toArray()
} ) );
object.maxInstanceCount = this._maxInstanceCount;
object.maxVertexCount = this._maxVertexCount;
object.maxIndexCount = this._maxIndexCount;
object.geometryInitialized = this._geometryInitialized;
object.geometryCount = this._geometryCount;
object.matricesTexture = this._matricesTexture.toJSON( meta );
if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
if ( this.boundingSphere !== null ) {
object.boundingSphere = {
center: object.boundingSphere.center.toArray(),
radius: object.boundingSphere.radius
};
}
if ( this.boundingBox !== null ) {
object.boundingBox = {
min: object.boundingBox.min.toArray(),
max: object.boundingBox.max.toArray()
};
}
}
//
function serialize( library, element ) {
if ( library[ element.uuid ] === undefined ) {
library[ element.uuid ] = element.toJSON( meta );
}
return element.uuid;
}
if ( this.isScene ) {
if ( this.background ) {
if ( this.background.isColor ) {
object.background = this.background.toJSON();
} else if ( this.background.isTexture ) {
object.background = this.background.toJSON( meta ).uuid;
}
}
if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
object.environment = this.environment.toJSON( meta ).uuid;
}
} else if ( this.isMesh || this.isLine || this.isPoints ) {
object.geometry = serialize( meta.geometries, this.geometry );
const parameters = this.geometry.parameters;
if ( parameters !== undefined && parameters.shapes !== undefined ) {
const shapes = parameters.shapes;
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
serialize( meta.shapes, shape );
}
} else {
serialize( meta.shapes, shapes );
}
}
}
if ( this.isSkinnedMesh ) {
object.bindMode = this.bindMode;
object.bindMatrix = this.bindMatrix.toArray();
if ( this.skeleton !== undefined ) {
serialize( meta.skeletons, this.skeleton );
object.skeleton = this.skeleton.uuid;
}
}
if ( this.material !== undefined ) {
if ( Array.isArray( this.material ) ) {
const uuids = [];
for ( let i = 0, l = this.material.length; i < l; i ++ ) {
uuids.push( serialize( meta.materials, this.material[ i ] ) );
}
object.material = uuids;
} else {
object.material = serialize( meta.materials, this.material );
}
}
//
if ( this.children.length > 0 ) {
object.children = [];
for ( let i = 0; i < this.children.length; i ++ ) {
object.children.push( this.children[ i ].toJSON( meta ).object );
}
}
//
if ( this.animations.length > 0 ) {
object.animations = [];
for ( let i = 0; i < this.animations.length; i ++ ) {
const animation = this.animations[ i ];
object.animations.push( serialize( meta.animations, animation ) );
}
}
if ( isRootObject ) {
const geometries = extractFromCache( meta.geometries );
const materials = extractFromCache( meta.materials );
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
const shapes = extractFromCache( meta.shapes );
const skeletons = extractFromCache( meta.skeletons );
const animations = extractFromCache( meta.animations );
const nodes = extractFromCache( meta.nodes );
if ( geometries.length > 0 ) output.geometries = geometries;
if ( materials.length > 0 ) output.materials = materials;
if ( textures.length > 0 ) output.textures = textures;
if ( images.length > 0 ) output.images = images;
if ( shapes.length > 0 ) output.shapes = shapes;
if ( skeletons.length > 0 ) output.skeletons = skeletons;
if ( animations.length > 0 ) output.animations = animations;
if ( nodes.length > 0 ) output.nodes = nodes;
}
output.object = object;
return output;
// extract data from the cache hash
// remove metadata on each item
// and return as array
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
}
clone( recursive ) {
return new this.constructor().copy( this, recursive );
}
copy( source, recursive = true ) {
this.name = source.name;
this.up.copy( source.up );
this.position.copy( source.position );
this.rotation.order = source.rotation.order;
this.quaternion.copy( source.quaternion );
this.scale.copy( source.scale );
this.matrix.copy( source.matrix );
this.matrixWorld.copy( source.matrixWorld );
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask;
this.visible = source.visible;
this.castShadow = source.castShadow;
this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled;
this.renderOrder = source.renderOrder;
this.animations = source.animations.slice();
this.userData = JSON.parse( JSON.stringify( source.userData ) );
if ( recursive === true ) {
for ( let i = 0; i < source.children.length; i ++ ) {
const child = source.children[ i ];
this.add( child.clone() );
}
}
return this;
}
}
Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
const _v0$1 = /*@__PURE__*/ new Vector3();
const _v1$3 = /*@__PURE__*/ new Vector3();
const _v2$2 = /*@__PURE__*/ new Vector3();
const _v3$2 = /*@__PURE__*/ new Vector3();
const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();
const _v40 = /*@__PURE__*/ new Vector4();
const _v41 = /*@__PURE__*/ new Vector4();
const _v42 = /*@__PURE__*/ new Vector4();
class Triangle {
constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
this.a = a;
this.b = b;
this.c = c;
}
static getNormal( a, b, c, target ) {
target.subVectors( c, b );
_v0$1.subVectors( a, b );
target.cross( _v0$1 );
const targetLengthSq = target.lengthSq();
if ( targetLengthSq > 0 ) {
return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
}
return target.set( 0, 0, 0 );
}
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
static getBarycoord( point, a, b, c, target ) {
_v0$1.subVectors( c, a );
_v1$3.subVectors( b, a );
_v2$2.subVectors( point, a );
const dot00 = _v0$1.dot( _v0$1 );
const dot01 = _v0$1.dot( _v1$3 );
const dot02 = _v0$1.dot( _v2$2 );
const dot11 = _v1$3.dot( _v1$3 );
const dot12 = _v1$3.dot( _v2$2 );
const denom = ( dot00 * dot11 - dot01 * dot01 );
// collinear or singular triangle
if ( denom === 0 ) {
target.set( 0, 0, 0 );
return null;
}
const invDenom = 1 / denom;
const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
// barycentric coordinates must always sum to 1
return target.set( 1 - u - v, v, u );
}
static containsPoint( point, a, b, c ) {
// if the triangle is degenerate then we can't contain a point
if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
return false;
}
return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
}
static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
target.x = 0;
target.y = 0;
if ( 'z' in target ) target.z = 0;
if ( 'w' in target ) target.w = 0;
return null;
}
target.setScalar( 0 );
target.addScaledVector( v1, _v3$2.x );
target.addScaledVector( v2, _v3$2.y );
target.addScaledVector( v3, _v3$2.z );
return target;
}
static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
_v40.setScalar( 0 );
_v41.setScalar( 0 );
_v42.setScalar( 0 );
_v40.fromBufferAttribute( attr, i1 );
_v41.fromBufferAttribute( attr, i2 );
_v42.fromBufferAttribute( attr, i3 );
target.setScalar( 0 );
target.addScaledVector( _v40, barycoord.x );
target.addScaledVector( _v41, barycoord.y );
target.addScaledVector( _v42, barycoord.z );
return target;
}
static isFrontFacing( a, b, c, direction ) {
_v0$1.subVectors( c, b );
_v1$3.subVectors( a, b );
// strictly front facing
return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
}
set( a, b, c ) {
this.a.copy( a );
this.b.copy( b );
this.c.copy( c );
return this;
}
setFromPointsAndIndices( points, i0, i1, i2 ) {
this.a.copy( points[ i0 ] );
this.b.copy( points[ i1 ] );
this.c.copy( points[ i2 ] );
return this;
}
setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
this.a.fromBufferAttribute( attribute, i0 );
this.b.fromBufferAttribute( attribute, i1 );
this.c.fromBufferAttribute( attribute, i2 );
return this;
}
clone() {
return new this.constructor().copy( this );
}
copy( triangle ) {
this.a.copy( triangle.a );
this.b.copy( triangle.b );
this.c.copy( triangle.c );
return this;
}
getArea() {
_v0$1.subVectors( this.c, this.b );
_v1$3.subVectors( this.a, this.b );
return _v0$1.cross( _v1$3 ).length() * 0.5;
}
getMidpoint( target ) {
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
}
getNormal( target ) {
return Triangle.getNormal( this.a, this.b, this.c, target );
}
getPlane( target ) {
return target.setFromCoplanarPoints( this.a, this.b, this.c );
}
getBarycoord( point, target ) {
return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
}
getInterpolation( point, v1, v2, v3, target ) {
return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
}
containsPoint( point ) {
return Triangle.containsPoint( point, this.a, this.b, this.c );
}
isFrontFacing( direction ) {
return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
}
intersectsBox( box ) {
return box.intersectsTriangle( this );
}
closestPointToPoint( p, target ) {
const a = this.a, b = this.b, c = this.c;
let v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
// basically, we're distinguishing which of the voronoi regions of the triangle
// the point lies in with the minimum amount of redundant computation.
_vab.subVectors( b, a );
_vac.subVectors( c, a );
_vap.subVectors( p, a );
const d1 = _vab.dot( _vap );
const d2 = _vac.dot( _vap );
if ( d1 <= 0 && d2 <= 0 ) {
// vertex region of A; barycentric coords (1, 0, 0)
return target.copy( a );
}
_vbp.subVectors( p, b );
const d3 = _vab.dot( _vbp );
const d4 = _vac.dot( _vbp );
if ( d3 >= 0 && d4 <= d3 ) {
// vertex region of B; barycentric coords (0, 1, 0)
return target.copy( b );
}
const vc = d1 * d4 - d3 * d2;
if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
v = d1 / ( d1 - d3 );
// edge region of AB; barycentric coords (1-v, v, 0)
return target.copy( a ).addScaledVector( _vab, v );
}
_vcp.subVectors( p, c );
const d5 = _vab.dot( _vcp );
const d6 = _vac.dot( _vcp );
if ( d6 >= 0 && d5 <= d6 ) {
// vertex region of C; barycentric coords (0, 0, 1)
return target.copy( c );
}
const vb = d5 * d2 - d1 * d6;
if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
w = d2 / ( d2 - d6 );
// edge region of AC; barycentric coords (1-w, 0, w)
return target.copy( a ).addScaledVector( _vac, w );
}
const va = d3 * d6 - d5 * d4;
if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
_vbc.subVectors( c, b );
w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
// edge region of BC; barycentric coords (0, 1-w, w)
return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
}
// face region
const denom = 1 / ( va + vb + vc );
// u = va * denom
v = vb * denom;
w = vc * denom;
return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
}
equals( triangle ) {
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
}
}
const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
const _hslA = { h: 0, s: 0, l: 0 };
const _hslB = { h: 0, s: 0, l: 0 };
function hue2rgb( p, q, t ) {
if ( t < 0 ) t += 1;
if ( t > 1 ) t -= 1;
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
if ( t < 1 / 2 ) return q;
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
return p;
}
class Color {
constructor( r, g, b ) {
this.isColor = true;
this.r = 1;
this.g = 1;
this.b = 1;
return this.set( r, g, b );
}
set( r, g, b ) {
if ( g === undefined && b === undefined ) {
// r is THREE.Color, hex or string
const value = r;
if ( value && value.isColor ) {
this.copy( value );
} else if ( typeof value === 'number' ) {
this.setHex( value );
} else if ( typeof value === 'string' ) {
this.setStyle( value );
}
} else {
this.setRGB( r, g, b );
}
return this;
}
setScalar( scalar ) {
this.r = scalar;
this.g = scalar;
this.b = scalar;
return this;
}
setHex( hex, colorSpace = SRGBColorSpace ) {
hex = Math.floor( hex );
this.r = ( hex >> 16 & 255 ) / 255;
this.g = ( hex >> 8 & 255 ) / 255;
this.b = ( hex & 255 ) / 255;
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
this.r = r;
this.g = g;
this.b = b;
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
h = euclideanModulo( h, 1 );
s = clamp( s, 0, 1 );
l = clamp( l, 0, 1 );
if ( s === 0 ) {
this.r = this.g = this.b = l;
} else {
const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
const q = ( 2 * l ) - p;
this.r = hue2rgb( q, p, h + 1 / 3 );
this.g = hue2rgb( q, p, h );
this.b = hue2rgb( q, p, h - 1 / 3 );
}
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setStyle( style, colorSpace = SRGBColorSpace ) {
function handleAlpha( string ) {
if ( string === undefined ) return;
if ( parseFloat( string ) < 1 ) {
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
}
}
let m;
if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
// rgb / hsl
let color;
const name = m[ 1 ];
const components = m[ 2 ];
switch ( name ) {
case 'rgb':
case 'rgba':
if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(255,0,0) rgba(255,0,0,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
colorSpace
);
}
if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
colorSpace
);
}
break;
case 'hsl':
case 'hsla':
if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
handleAlpha( color[ 4 ] );
return this.setHSL(
parseFloat( color[ 1 ] ) / 360,
parseFloat( color[ 2 ] ) / 100,
parseFloat( color[ 3 ] ) / 100,
colorSpace
);
}
break;
default:
console.warn( 'THREE.Color: Unknown color model ' + style );
}
} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
// hex color
const hex = m[ 1 ];
const size = hex.length;
if ( size === 3 ) {
// #ff0
return this.setRGB(
parseInt( hex.charAt( 0 ), 16 ) / 15,
parseInt( hex.charAt( 1 ), 16 ) / 15,
parseInt( hex.charAt( 2 ), 16 ) / 15,
colorSpace
);
} else if ( size === 6 ) {
// #ff0000
return this.setHex( parseInt( hex, 16 ), colorSpace );
} else {
console.warn( 'THREE.Color: Invalid hex color ' + style );
}
} else if ( style && style.length > 0 ) {
return this.setColorName( style, colorSpace );
}
return this;
}
setColorName( style, colorSpace = SRGBColorSpace ) {
// color keywords
const hex = _colorKeywords[ style.toLowerCase() ];
if ( hex !== undefined ) {
// red
this.setHex( hex, colorSpace );
} else {
// unknown color
console.warn( 'THREE.Color: Unknown color ' + style );
}
return this;
}
clone() {
return new this.constructor( this.r, this.g, this.b );
}
copy( color ) {
this.r = color.r;
this.g = color.g;
this.b = color.b;
return this;
}
copySRGBToLinear( color ) {
this.r = SRGBToLinear( color.r );
this.g = SRGBToLinear( color.g );
this.b = SRGBToLinear( color.b );
return this;
}
copyLinearToSRGB( color ) {
this.r = LinearToSRGB( color.r );
this.g = LinearToSRGB( color.g );
this.b = LinearToSRGB( color.b );
return this;
}
convertSRGBToLinear() {
this.copySRGBToLinear( this );
return this;
}
convertLinearToSRGB() {
this.copyLinearToSRGB( this );
return this;
}
getHex( colorSpace = SRGBColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
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 ) );
}
getHexString( colorSpace = SRGBColorSpace ) {
return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );
}
getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
const max = Math.max( r, g, b );
const min = Math.min( r, g, b );
let hue, saturation;
const lightness = ( min + max ) / 2.0;
if ( min === max ) {
hue = 0;
saturation = 0;
} else {
const delta = max - min;
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
switch ( max ) {
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
case g: hue = ( b - r ) / delta + 2; break;
case b: hue = ( r - g ) / delta + 4; break;
}
hue /= 6;
}
target.h = hue;
target.s = saturation;
target.l = lightness;
return target;
}
getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
target.r = _color.r;
target.g = _color.g;
target.b = _color.b;
return target;
}
getStyle( colorSpace = SRGBColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
if ( colorSpace !== SRGBColorSpace ) {
// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
}
return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
}
offsetHSL( h, s, l ) {
this.getHSL( _hslA );
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
}
add( color ) {
this.r += color.r;
this.g += color.g;
this.b += color.b;
return this;
}
addColors( color1, color2 ) {
this.r = color1.r + color2.r;
this.g = color1.g + color2.g;
this.b = color1.b + color2.b;
return this;
}
addScalar( s ) {
this.r += s;
this.g += s;
this.b += s;
return this;
}
sub( color ) {
this.r = Math.max( 0, this.r - color.r );
this.g = Math.max( 0, this.g - color.g );
this.b = Math.max( 0, this.b - color.b );
return this;
}
multiply( color ) {
this.r *= color.r;
this.g *= color.g;
this.b *= color.b;
return this;
}
multiplyScalar( s ) {
this.r *= s;
this.g *= s;
this.b *= s;
return this;
}
lerp( color, alpha ) {
this.r += ( color.r - this.r ) * alpha;
this.g += ( color.g - this.g ) * alpha;
this.b += ( color.b - this.b ) * alpha;
return this;
}
lerpColors( color1, color2, alpha ) {
this.r = color1.r + ( color2.r - color1.r ) * alpha;
this.g = color1.g + ( color2.g - color1.g ) * alpha;
this.b = color1.b + ( color2.b - color1.b ) * alpha;
return this;
}
lerpHSL( color, alpha ) {
this.getHSL( _hslA );
color.getHSL( _hslB );
const h = lerp( _hslA.h, _hslB.h, alpha );
const s = lerp( _hslA.s, _hslB.s, alpha );
const l = lerp( _hslA.l, _hslB.l, alpha );
this.setHSL( h, s, l );
return this;
}
setFromVector3( v ) {
this.r = v.x;
this.g = v.y;
this.b = v.z;
return this;
}
applyMatrix3( m ) {
const r = this.r, g = this.g, b = this.b;
const e = m.elements;
this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
return this;
}
equals( c ) {
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
}
fromArray( array, offset = 0 ) {
this.r = array[ offset ];
this.g = array[ offset + 1 ];
this.b = array[ offset + 2 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.r;
array[ offset + 1 ] = this.g;
array[ offset + 2 ] = this.b;
return array;
}
fromBufferAttribute( attribute, index ) {
this.r = attribute.getX( index );
this.g = attribute.getY( index );
this.b = attribute.getZ( index );
return this;
}
toJSON() {
return this.getHex();
}
*[ Symbol.iterator ]() {
yield this.r;
yield this.g;
yield this.b;
}
}
const _color = /*@__PURE__*/ new Color();
Color.NAMES = _colorKeywords;
let _materialId = 0;
class Material extends EventDispatcher {
constructor() {
super();
this.isMaterial = true;
Object.defineProperty( this, 'id', { value: _materialId ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'Material';
this.blending = NormalBlending;
this.side = FrontSide;
this.vertexColors = false;
this.opacity = 1;
this.transparent = false;
this.alphaHash = false;
this.blendSrc = SrcAlphaFactor;
this.blendDst = OneMinusSrcAlphaFactor;
this.blendEquation = AddEquation;
this.blendSrcAlpha = null;
this.blendDstAlpha = null;
this.blendEquationAlpha = null;
this.blendColor = new Color( 0, 0, 0 );
this.blendAlpha = 0;
this.depthFunc = LessEqualDepth;
this.depthTest = true;
this.depthWrite = true;
this.stencilWriteMask = 0xff;
this.stencilFunc = AlwaysStencilFunc;
this.stencilRef = 0;
this.stencilFuncMask = 0xff;
this.stencilFail = KeepStencilOp;
this.stencilZFail = KeepStencilOp;
this.stencilZPass = KeepStencilOp;
this.stencilWrite = false;
this.clippingPlanes = null;
this.clipIntersection = false;
this.clipShadows = false;
this.shadowSide = null;
this.colorWrite = true;
this.precision = null; // override the renderer's default precision for this material
this.polygonOffset = false;
this.polygonOffsetFactor = 0;
this.polygonOffsetUnits = 0;
this.dithering = false;
this.alphaToCoverage = false;
this.premultipliedAlpha = false;
this.forceSinglePass = false;
this.visible = true;
this.toneMapped = true;
this.userData = {};
this.version = 0;
this._alphaTest = 0;
}
get alphaTest() {
return this._alphaTest;
}
set alphaTest( value ) {
if ( this._alphaTest > 0 !== value > 0 ) {
this.version ++;
}
this._alphaTest = value;
}
// onBeforeRender and onBeforeCompile only supported in WebGLRenderer
onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
onBeforeCompile( /* shaderobject, renderer */ ) {}
customProgramCacheKey() {
return this.onBeforeCompile.toString();
}
setValues( values ) {
if ( values === undefined ) return;
for ( const key in values ) {
const newValue = values[ key ];
if ( newValue === undefined ) {
console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
continue;
}
const currentValue = this[ key ];
if ( currentValue === undefined ) {
console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
continue;
}
if ( currentValue && currentValue.isColor ) {
currentValue.set( newValue );
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
currentValue.copy( newValue );
} else {
this[ key ] = newValue;
}
}
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( isRootObject ) {
meta = {
textures: {},
images: {}
};
}
const data = {
metadata: {
version: 4.6,
type: 'Material',
generator: 'Material.toJSON'
}
};
// standard Material serialization
data.uuid = this.uuid;
data.type = this.type;
if ( this.name !== '' ) data.name = this.name;
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
if ( this.roughness !== undefined ) data.roughness = this.roughness;
if ( this.metalness !== undefined ) data.metalness = this.metalness;
if ( this.sheen !== undefined ) data.sheen = this.sheen;
if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
if ( this.shininess !== undefined ) data.shininess = this.shininess;
if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
}
if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
}
if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
}
if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
}
if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
}
if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
}
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
if ( this.lightMap && this.lightMap.isTexture ) {
data.lightMap = this.lightMap.toJSON( meta ).uuid;
data.lightMapIntensity = this.lightMapIntensity;
}
if ( this.aoMap && this.aoMap.isTexture ) {
data.aoMap = this.aoMap.toJSON( meta ).uuid;
data.aoMapIntensity = this.aoMapIntensity;
}
if ( this.bumpMap && this.bumpMap.isTexture ) {
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
data.bumpScale = this.bumpScale;
}
if ( this.normalMap && this.normalMap.isTexture ) {
data.normalMap = this.normalMap.toJSON( meta ).uuid;
data.normalMapType = this.normalMapType;
data.normalScale = this.normalScale.toArray();
}
if ( this.displacementMap && this.displacementMap.isTexture ) {
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
data.displacementScale = this.displacementScale;
data.displacementBias = this.displacementBias;
}
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
if ( this.envMap && this.envMap.isTexture ) {
data.envMap = this.envMap.toJSON( meta ).uuid;
if ( this.combine !== undefined ) data.combine = this.combine;
}
if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
}
if ( this.transmission !== undefined ) data.transmission = this.transmission;
if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
if ( this.thickness !== undefined ) data.thickness = this.thickness;
if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
if ( this.size !== undefined ) data.size = this.size;
if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
if ( this.blending !== NormalBlending ) data.blending = this.blending;
if ( this.side !== FrontSide ) data.side = this.side;
if ( this.vertexColors === true ) data.vertexColors = true;
if ( this.opacity < 1 ) data.opacity = this.opacity;
if ( this.transparent === true ) data.transparent = true;
if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
if ( this.depthTest === false ) data.depthTest = this.depthTest;
if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
// rotation (SpriteMaterial)
if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
if ( this.polygonOffset === true ) data.polygonOffset = true;
if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
if ( this.scale !== undefined ) data.scale = this.scale;
if ( this.dithering === true ) data.dithering = true;
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
if ( this.alphaHash === true ) data.alphaHash = true;
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
if ( this.wireframe === true ) data.wireframe = true;
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
if ( this.flatShading === true ) data.flatShading = true;
if ( this.visible === false ) data.visible = false;
if ( this.toneMapped === false ) data.toneMapped = false;
if ( this.fog === false ) data.fog = false;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
if ( isRootObject ) {
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
if ( textures.length > 0 ) data.textures = textures;
if ( images.length > 0 ) data.images = images;
}
return data;
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.name = source.name;
this.blending = source.blending;
this.side = source.side;
this.vertexColors = source.vertexColors;
this.opacity = source.opacity;
this.transparent = source.transparent;
this.blendSrc = source.blendSrc;
this.blendDst = source.blendDst;
this.blendEquation = source.blendEquation;
this.blendSrcAlpha = source.blendSrcAlpha;
this.blendDstAlpha = source.blendDstAlpha;
this.blendEquationAlpha = source.blendEquationAlpha;
this.blendColor.copy( source.blendColor );
this.blendAlpha = source.blendAlpha;
this.depthFunc = source.depthFunc;
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilWriteMask = source.stencilWriteMask;
this.stencilFunc = source.stencilFunc;
this.stencilRef = source.stencilRef;
this.stencilFuncMask = source.stencilFuncMask;
this.stencilFail = source.stencilFail;
this.stencilZFail = source.stencilZFail;
this.stencilZPass = source.stencilZPass;
this.stencilWrite = source.stencilWrite;
const srcPlanes = source.clippingPlanes;
let dstPlanes = null;
if ( srcPlanes !== null ) {
const n = srcPlanes.length;
dstPlanes = new Array( n );
for ( let i = 0; i !== n; ++ i ) {
dstPlanes[ i ] = srcPlanes[ i ].clone();
}
}
this.clippingPlanes = dstPlanes;
this.clipIntersection = source.clipIntersection;
this.clipShadows = source.clipShadows;
this.shadowSide = source.shadowSide;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset;
this.polygonOffsetFactor = source.polygonOffsetFactor;
this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest;
this.alphaHash = source.alphaHash;
this.alphaToCoverage = source.alphaToCoverage;
this.premultipliedAlpha = source.premultipliedAlpha;
this.forceSinglePass = source.forceSinglePass;
this.visible = source.visible;
this.toneMapped = source.toneMapped;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
onBuild( /* shaderobject, renderer */ ) {
console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
}
}
class MeshBasicMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshBasicMaterial = true;
this.type = 'MeshBasicMaterial';
this.color = new Color( 0xffffff ); // emissive
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapRotation = new Euler();
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.fog = source.fog;
return this;
}
}
// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
const _tables = /*@__PURE__*/ _generateTables();
function _generateTables() {
// float32 to float16 helpers
const buffer = new ArrayBuffer( 4 );
const floatView = new Float32Array( buffer );
const uint32View = new Uint32Array( buffer );
const baseTable = new Uint32Array( 512 );
const shiftTable = new Uint32Array( 512 );
for ( let i = 0; i < 256; ++ i ) {
const e = i - 127;
// very small number (0, -0)
if ( e < - 27 ) {
baseTable[ i ] = 0x0000;
baseTable[ i | 0x100 ] = 0x8000;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// small number (denorm)
} else if ( e < - 14 ) {
baseTable[ i ] = 0x0400 >> ( - e - 14 );
baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
shiftTable[ i ] = - e - 1;
shiftTable[ i | 0x100 ] = - e - 1;
// normal number
} else if ( e <= 15 ) {
baseTable[ i ] = ( e + 15 ) << 10;
baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
// large number (Infinity, -Infinity)
} else if ( e < 128 ) {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// stay (NaN, Infinity, -Infinity)
} else {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
}
}
// float16 to float32 helpers
const mantissaTable = new Uint32Array( 2048 );
const exponentTable = new Uint32Array( 64 );
const offsetTable = new Uint32Array( 64 );
for ( let i = 1; i < 1024; ++ i ) {
let m = i << 13; // zero pad mantissa bits
let e = 0; // zero exponent
// normalized
while ( ( m & 0x00800000 ) === 0 ) {
m <<= 1;
e -= 0x00800000; // decrement exponent
}
m &= ~ 0x00800000; // clear leading 1 bit
e += 0x38800000; // adjust bias
mantissaTable[ i ] = m | e;
}
for ( let i = 1024; i < 2048; ++ i ) {
mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
}
for ( let i = 1; i < 31; ++ i ) {
exponentTable[ i ] = i << 23;
}
exponentTable[ 31 ] = 0x47800000;
exponentTable[ 32 ] = 0x80000000;
for ( let i = 33; i < 63; ++ i ) {
exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
}
exponentTable[ 63 ] = 0xc7800000;
for ( let i = 1; i < 64; ++ i ) {
if ( i !== 32 ) {
offsetTable[ i ] = 1024;
}
}
return {
floatView: floatView,
uint32View: uint32View,
baseTable: baseTable,
shiftTable: shiftTable,
mantissaTable: mantissaTable,
exponentTable: exponentTable,
offsetTable: offsetTable
};
}
// float32 to float16
function toHalfFloat( val ) {
if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
val = clamp( val, - 65504, 65504 );
_tables.floatView[ 0 ] = val;
const f = _tables.uint32View[ 0 ];
const e = ( f >> 23 ) & 0x1ff;
return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
}
// float16 to float32
function fromHalfFloat( val ) {
const m = val >> 10;
_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
return _tables.floatView[ 0 ];
}
const DataUtils = {
toHalfFloat: toHalfFloat,
fromHalfFloat: fromHalfFloat,
};
const _vector$9 = /*@__PURE__*/ new Vector3();
const _vector2$1 = /*@__PURE__*/ new Vector2();
class BufferAttribute {
constructor( array, itemSize, normalized = false ) {
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
this.isBufferAttribute = true;
this.name = '';
this.array = array;
this.itemSize = itemSize;
this.count = array !== undefined ? array.length / itemSize : 0;
this.normalized = normalized;
this.usage = StaticDrawUsage;
this.updateRanges = [];
this.gpuType = FloatType;
this.version = 0;
}
onUploadCallback() {}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
setUsage( value ) {
this.usage = value;
return this;
}
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
clearUpdateRanges() {
this.updateRanges.length = 0;
}
copy( source ) {
this.name = source.name;
this.array = new source.array.constructor( source.array );
this.itemSize = source.itemSize;
this.count = source.count;
this.normalized = source.normalized;
this.usage = source.usage;
this.gpuType = source.gpuType;
return this;
}
copyAt( index1, attribute, index2 ) {
index1 *= this.itemSize;
index2 *= attribute.itemSize;
for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
}
copyArray( array ) {
this.array.set( array );
return this;
}
applyMatrix3( m ) {
if ( this.itemSize === 2 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector2$1.fromBufferAttribute( this, i );
_vector2$1.applyMatrix3( m );
this.setXY( i, _vector2$1.x, _vector2$1.y );
}
} else if ( this.itemSize === 3 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyMatrix3( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
}
return this;
}
applyMatrix4( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyMatrix4( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
applyNormalMatrix( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyNormalMatrix( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
transformDirection( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.transformDirection( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
set( value, offset = 0 ) {
// Matching BufferAttribute constructor, do not normalize the array.
this.array.set( value, offset );
return this;
}
getComponent( index, component ) {
let value = this.array[ index * this.itemSize + component ];
if ( this.normalized ) value = denormalize( value, this.array );
return value;
}
setComponent( index, component, value ) {
if ( this.normalized ) value = normalize( value, this.array );
this.array[ index * this.itemSize + component ] = value;
return this;
}
getX( index ) {
let x = this.array[ index * this.itemSize ];
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.array[ index * this.itemSize ] = x;
return this;
}
getY( index ) {
let y = this.array[ index * this.itemSize + 1 ];
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.array[ index * this.itemSize + 1 ] = y;
return this;
}
getZ( index ) {
let z = this.array[ index * this.itemSize + 2 ];
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.array[ index * this.itemSize + 2 ] = z;
return this;
}
getW( index ) {
let w = this.array[ index * this.itemSize + 3 ];
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.array[ index * this.itemSize + 3 ] = w;
return this;
}
setXY( index, x, y ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
return this;
}
setXYZ( index, x, y, z ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
return this;
}
setXYZW( index, x, y, z, w ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
this.array[ index + 3 ] = w;
return this;
}
onUpload( callback ) {
this.onUploadCallback = callback;
return this;
}
clone() {
return new this.constructor( this.array, this.itemSize ).copy( this );
}
toJSON() {
const data = {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: Array.from( this.array ),
normalized: this.normalized
};
if ( this.name !== '' ) data.name = this.name;
if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
return data;
}
}
//
class Int8BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Int8Array( array ), itemSize, normalized );
}
}
class Uint8BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint8Array( array ), itemSize, normalized );
}
}
class Uint8ClampedBufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint8ClampedArray( array ), itemSize, normalized );
}
}
class Int16BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Int16Array( array ), itemSize, normalized );
}
}
class Uint16BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint16Array( array ), itemSize, normalized );
}
}
class Int32BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Int32Array( array ), itemSize, normalized );
}
}
class Uint32BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint32Array( array ), itemSize, normalized );
}
}
class Float16BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint16Array( array ), itemSize, normalized );
this.isFloat16BufferAttribute = true;
}
getX( index ) {
let x = fromHalfFloat( this.array[ index * this.itemSize ] );
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.array[ index * this.itemSize ] = toHalfFloat( x );
return this;
}
getY( index ) {
let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
return this;
}
getZ( index ) {
let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
return this;
}
getW( index ) {
let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
return this;
}
setXY( index, x, y ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
return this;
}
setXYZ( index, x, y, z ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
this.array[ index + 2 ] = toHalfFloat( z );
return this;
}
setXYZW( index, x, y, z, w ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
this.array[ index + 2 ] = toHalfFloat( z );
this.array[ index + 3 ] = toHalfFloat( w );
return this;
}
}
class Float32BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Float32Array( array ), itemSize, normalized );
}
}
let _id$1 = 0;
const _m1 = /*@__PURE__*/ new Matrix4();
const _obj = /*@__PURE__*/ new Object3D();
const _offset = /*@__PURE__*/ new Vector3();
const _box$2 = /*@__PURE__*/ new Box3();
const _boxMorphTargets = /*@__PURE__*/ new Box3();
const _vector$8 = /*@__PURE__*/ new Vector3();
class BufferGeometry extends EventDispatcher {
constructor() {
super();
this.isBufferGeometry = true;
Object.defineProperty( this, 'id', { value: _id$1 ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'BufferGeometry';
this.index = null;
this.indirect = null;
this.attributes = {};
this.morphAttributes = {};
this.morphTargetsRelative = false;
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
this.drawRange = { start: 0, count: Infinity };
this.userData = {};
}
getIndex() {
return this.index;
}
setIndex( index ) {
if ( Array.isArray( index ) ) {
this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
} else {
this.index = index;
}
return this;
}
setIndirect( indirect ) {
this.indirect = indirect;
return this;
}
getIndirect() {
return this.indirect;
}
getAttribute( name ) {
return this.attributes[ name ];
}
setAttribute( name, attribute ) {
this.attributes[ name ] = attribute;
return this;
}
deleteAttribute( name ) {
delete this.attributes[ name ];
return this;
}
hasAttribute( name ) {
return this.attributes[ name ] !== undefined;
}
addGroup( start, count, materialIndex = 0 ) {
this.groups.push( {
start: start,
count: count,
materialIndex: materialIndex
} );
}
clearGroups() {
this.groups = [];
}
setDrawRange( start, count ) {
this.drawRange.start = start;
this.drawRange.count = count;
}
applyMatrix4( matrix ) {
const position = this.attributes.position;
if ( position !== undefined ) {
position.applyMatrix4( matrix );
position.needsUpdate = true;
}
const normal = this.attributes.normal;
if ( normal !== undefined ) {
const normalMatrix = new Matrix3().getNormalMatrix( matrix );
normal.applyNormalMatrix( normalMatrix );
normal.needsUpdate = true;
}
const tangent = this.attributes.tangent;
if ( tangent !== undefined ) {
tangent.transformDirection( matrix );
tangent.needsUpdate = true;
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
return this;
}
applyQuaternion( q ) {
_m1.makeRotationFromQuaternion( q );
this.applyMatrix4( _m1 );
return this;
}
rotateX( angle ) {
// rotate geometry around world x-axis
_m1.makeRotationX( angle );
this.applyMatrix4( _m1 );
return this;
}
rotateY( angle ) {
// rotate geometry around world y-axis
_m1.makeRotationY( angle );
this.applyMatrix4( _m1 );
return this;
}
rotateZ( angle ) {
// rotate geometry around world z-axis
_m1.makeRotationZ( angle );
this.applyMatrix4( _m1 );
return this;
}
translate( x, y, z ) {
// translate geometry
_m1.makeTranslation( x, y, z );
this.applyMatrix4( _m1 );
return this;
}
scale( x, y, z ) {
// scale geometry
_m1.makeScale( x, y, z );
this.applyMatrix4( _m1 );
return this;
}
lookAt( vector ) {
_obj.lookAt( vector );
_obj.updateMatrix();
this.applyMatrix4( _obj.matrix );
return this;
}
center() {
this.computeBoundingBox();
this.boundingBox.getCenter( _offset ).negate();
this.translate( _offset.x, _offset.y, _offset.z );
return this;
}
setFromPoints( points ) {
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute === undefined ) {
const position = [];
for ( let i = 0, l = points.length; i < l; i ++ ) {
const point = points[ i ];
position.push( point.x, point.y, point.z || 0 );
}
this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
} else {
const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
for ( let i = 0; i < l; i ++ ) {
const point = points[ i ];
positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
}
if ( points.length > positionAttribute.count ) {
console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
}
positionAttribute.needsUpdate = true;
}
return this;
}
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
this.boundingBox.set(
new Vector3( - Infinity, - Infinity, - Infinity ),
new Vector3( + Infinity, + Infinity, + Infinity )
);
return;
}
if ( position !== undefined ) {
this.boundingBox.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_box$2.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$8.addVectors( this.boundingBox.min, _box$2.min );
this.boundingBox.expandByPoint( _vector$8 );
_vector$8.addVectors( this.boundingBox.max, _box$2.max );
this.boundingBox.expandByPoint( _vector$8 );
} else {
this.boundingBox.expandByPoint( _box$2.min );
this.boundingBox.expandByPoint( _box$2.max );
}
}
}
} else {
this.boundingBox.makeEmpty();
}
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
}
}
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
this.boundingSphere.set( new Vector3(), Infinity );
return;
}
if ( position ) {
// first, find the center of the bounding sphere
const center = this.boundingSphere.center;
_box$2.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_boxMorphTargets.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
_box$2.expandByPoint( _vector$8 );
_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
_box$2.expandByPoint( _vector$8 );
} else {
_box$2.expandByPoint( _boxMorphTargets.min );
_box$2.expandByPoint( _boxMorphTargets.max );
}
}
}
_box$2.getCenter( center );
// second, try to find a boundingSphere with a radius smaller than the
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
let maxRadiusSq = 0;
for ( let i = 0, il = position.count; i < il; i ++ ) {
_vector$8.fromBufferAttribute( position, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
}
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
const morphTargetsRelative = this.morphTargetsRelative;
for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
_vector$8.fromBufferAttribute( morphAttribute, j );
if ( morphTargetsRelative ) {
_offset.fromBufferAttribute( position, j );
_vector$8.add( _offset );
}
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
}
}
}
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
if ( isNaN( this.boundingSphere.radius ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
}
}
}
computeTangents() {
const index = this.index;
const attributes = this.attributes;
// based on http://www.terathon.com/code/tangent.html
// (per vertex tangents)
if ( index === null ||
attributes.position === undefined ||
attributes.normal === undefined ||
attributes.uv === undefined ) {
console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
return;
}
const positionAttribute = attributes.position;
const normalAttribute = attributes.normal;
const uvAttribute = attributes.uv;
if ( this.hasAttribute( 'tangent' ) === false ) {
this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
}
const tangentAttribute = this.getAttribute( 'tangent' );
const tan1 = [], tan2 = [];
for ( let i = 0; i < positionAttribute.count; i ++ ) {
tan1[ i ] = new Vector3();
tan2[ i ] = new Vector3();
}
const vA = new Vector3(),
vB = new Vector3(),
vC = new Vector3(),
uvA = new Vector2(),
uvB = new Vector2(),
uvC = new Vector2(),
sdir = new Vector3(),
tdir = new Vector3();
function handleTriangle( a, b, c ) {
vA.fromBufferAttribute( positionAttribute, a );
vB.fromBufferAttribute( positionAttribute, b );
vC.fromBufferAttribute( positionAttribute, c );
uvA.fromBufferAttribute( uvAttribute, a );
uvB.fromBufferAttribute( uvAttribute, b );
uvC.fromBufferAttribute( uvAttribute, c );
vB.sub( vA );
vC.sub( vA );
uvB.sub( uvA );
uvC.sub( uvA );
const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
// silently ignore degenerate uv triangles having coincident or colinear vertices
if ( ! isFinite( r ) ) return;
sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
tan1[ a ].add( sdir );
tan1[ b ].add( sdir );
tan1[ c ].add( sdir );
tan2[ a ].add( tdir );
tan2[ b ].add( tdir );
tan2[ c ].add( tdir );
}
let groups = this.groups;
if ( groups.length === 0 ) {
groups = [ {
start: 0,
count: index.count
} ];
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleTriangle(
index.getX( j + 0 ),
index.getX( j + 1 ),
index.getX( j + 2 )
);
}
}
const tmp = new Vector3(), tmp2 = new Vector3();
const n = new Vector3(), n2 = new Vector3();
function handleVertex( v ) {
n.fromBufferAttribute( normalAttribute, v );
n2.copy( n );
const t = tan1[ v ];
// Gram-Schmidt orthogonalize
tmp.copy( t );
tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
// Calculate handedness
tmp2.crossVectors( n2, t );
const test = tmp2.dot( tan2[ v ] );
const w = ( test < 0.0 ) ? - 1.0 : 1.0;
tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleVertex( index.getX( j + 0 ) );
handleVertex( index.getX( j + 1 ) );
handleVertex( index.getX( j + 2 ) );
}
}
}
computeVertexNormals() {
const index = this.index;
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute !== undefined ) {
let normalAttribute = this.getAttribute( 'normal' );
if ( normalAttribute === undefined ) {
normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
this.setAttribute( 'normal', normalAttribute );
} else {
// reset existing normals to zero
for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
normalAttribute.setXYZ( i, 0, 0, 0 );
}
}
const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
const cb = new Vector3(), ab = new Vector3();
// indexed elements
if ( index ) {
for ( let i = 0, il = index.count; i < il; i += 3 ) {
const vA = index.getX( i + 0 );
const vB = index.getX( i + 1 );
const vC = index.getX( i + 2 );
pA.fromBufferAttribute( positionAttribute, vA );
pB.fromBufferAttribute( positionAttribute, vB );
pC.fromBufferAttribute( positionAttribute, vC );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
nA.fromBufferAttribute( normalAttribute, vA );
nB.fromBufferAttribute( normalAttribute, vB );
nC.fromBufferAttribute( normalAttribute, vC );
nA.add( cb );
nB.add( cb );
nC.add( cb );
normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
}
} else {
// non-indexed elements (unconnected triangle soup)
for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
pA.fromBufferAttribute( positionAttribute, i + 0 );
pB.fromBufferAttribute( positionAttribute, i + 1 );
pC.fromBufferAttribute( positionAttribute, i + 2 );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
}
}
this.normalizeNormals();
normalAttribute.needsUpdate = true;
}
}
normalizeNormals() {
const normals = this.attributes.normal;
for ( let i = 0, il = normals.count; i < il; i ++ ) {
_vector$8.fromBufferAttribute( normals, i );
_vector$8.normalize();
normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
}
}
toNonIndexed() {
function convertBufferAttribute( attribute, indices ) {
const array = attribute.array;
const itemSize = attribute.itemSize;
const normalized = attribute.normalized;
const array2 = new array.constructor( indices.length * itemSize );
let index = 0, index2 = 0;
for ( let i = 0, l = indices.length; i < l; i ++ ) {
if ( attribute.isInterleavedBufferAttribute ) {
index = indices[ i ] * attribute.data.stride + attribute.offset;
} else {
index = indices[ i ] * itemSize;
}
for ( let j = 0; j < itemSize; j ++ ) {
array2[ index2 ++ ] = array[ index ++ ];
}
}
return new BufferAttribute( array2, itemSize, normalized );
}
//
if ( this.index === null ) {
console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
return this;
}
const geometry2 = new BufferGeometry();
const indices = this.index.array;
const attributes = this.attributes;
// attributes
for ( const name in attributes ) {
const attribute = attributes[ name ];
const newAttribute = convertBufferAttribute( attribute, indices );
geometry2.setAttribute( name, newAttribute );
}
// morph attributes
const morphAttributes = this.morphAttributes;
for ( const name in morphAttributes ) {
const morphArray = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
const attribute = morphAttribute[ i ];
const newAttribute = convertBufferAttribute( attribute, indices );
morphArray.push( newAttribute );
}
geometry2.morphAttributes[ name ] = morphArray;
}
geometry2.morphTargetsRelative = this.morphTargetsRelative;
// groups
const groups = this.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
geometry2.addGroup( group.start, group.count, group.materialIndex );
}
return geometry2;
}
toJSON() {
const data = {
metadata: {
version: 4.6,
type: 'BufferGeometry',
generator: 'BufferGeometry.toJSON'
}
};
// standard BufferGeometry serialization
data.uuid = this.uuid;
data.type = this.type;
if ( this.name !== '' ) data.name = this.name;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
if ( this.parameters !== undefined ) {
const parameters = this.parameters;
for ( const key in parameters ) {
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
}
return data;
}
// for simplicity the code assumes attributes are not shared across geometries, see #15811
data.data = { attributes: {} };
const index = this.index;
if ( index !== null ) {
data.data.index = {
type: index.array.constructor.name,
array: Array.prototype.slice.call( index.array )
};
}
const attributes = this.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
data.data.attributes[ key ] = attribute.toJSON( data.data );
}
const morphAttributes = {};
let hasMorphAttributes = false;
for ( const key in this.morphAttributes ) {
const attributeArray = this.morphAttributes[ key ];
const array = [];
for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
const attribute = attributeArray[ i ];
array.push( attribute.toJSON( data.data ) );
}
if ( array.length > 0 ) {
morphAttributes[ key ] = array;
hasMorphAttributes = true;
}
}
if ( hasMorphAttributes ) {
data.data.morphAttributes = morphAttributes;
data.data.morphTargetsRelative = this.morphTargetsRelative;
}
const groups = this.groups;
if ( groups.length > 0 ) {
data.data.groups = JSON.parse( JSON.stringify( groups ) );
}
const boundingSphere = this.boundingSphere;
if ( boundingSphere !== null ) {
data.data.boundingSphere = {
center: boundingSphere.center.toArray(),
radius: boundingSphere.radius
};
}
return data;
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
// reset
this.index = null;
this.attributes = {};
this.morphAttributes = {};
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
// used for storing cloned, shared data
const data = {};
// name
this.name = source.name;
// index
const index = source.index;
if ( index !== null ) {
this.setIndex( index.clone( data ) );
}
// attributes
const attributes = source.attributes;
for ( const name in attributes ) {
const attribute = attributes[ name ];
this.setAttribute( name, attribute.clone( data ) );
}
// morph attributes
const morphAttributes = source.morphAttributes;
for ( const name in morphAttributes ) {
const array = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
array.push( morphAttribute[ i ].clone( data ) );
}
this.morphAttributes[ name ] = array;
}
this.morphTargetsRelative = source.morphTargetsRelative;
// groups
const groups = source.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
this.addGroup( group.start, group.count, group.materialIndex );
}
// bounding box
const boundingBox = source.boundingBox;
if ( boundingBox !== null ) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
const boundingSphere = source.boundingSphere;
if ( boundingSphere !== null ) {
this.boundingSphere = boundingSphere.clone();
}
// draw range
this.drawRange.start = source.drawRange.start;
this.drawRange.count = source.drawRange.count;
// user data
this.userData = source.userData;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
const _ray$3 = /*@__PURE__*/ new Ray();
const _sphere$6 = /*@__PURE__*/ new Sphere();
const _sphereHitAt = /*@__PURE__*/ new Vector3();
const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vector3();
const _vC$1 = /*@__PURE__*/ new Vector3();
const _tempA = /*@__PURE__*/ new Vector3();
const _morphA = /*@__PURE__*/ new Vector3();
const _intersectionPoint = /*@__PURE__*/ new Vector3();
const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
class Mesh extends Object3D {
constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
super();
this.isMesh = true;
this.type = 'Mesh';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.morphTargetInfluences !== undefined ) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if ( source.morphTargetDictionary !== undefined ) {
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
}
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
getVertexPosition( index, target ) {
const geometry = this.geometry;
const position = geometry.attributes.position;
const morphPosition = geometry.morphAttributes.position;
const morphTargetsRelative = geometry.morphTargetsRelative;
target.fromBufferAttribute( position, index );
const morphInfluences = this.morphTargetInfluences;
if ( morphPosition && morphInfluences ) {
_morphA.set( 0, 0, 0 );
for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
const influence = morphInfluences[ i ];
const morphAttribute = morphPosition[ i ];
if ( influence === 0 ) continue;
_tempA.fromBufferAttribute( morphAttribute, index );
if ( morphTargetsRelative ) {
_morphA.addScaledVector( _tempA, influence );
} else {
_morphA.addScaledVector( _tempA.sub( target ), influence );
}
}
target.add( _morphA );
}
return target;
}
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$6.copy( geometry.boundingSphere );
_sphere$6.applyMatrix4( matrixWorld );
// check distance from ray origin to bounding sphere
_ray$3.copy( raycaster.ray ).recast( raycaster.near );
if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
}
// convert ray to local space of mesh
_inverseMatrix$3.copy( matrixWorld ).invert();
_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
// test with bounding box in local space
if ( geometry.boundingBox !== null ) {
if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray$3 );
}
_computeIntersections( raycaster, intersects, rayLocalSpace ) {
let intersection;
const geometry = this.geometry;
const material = this.material;
const index = geometry.index;
const position = geometry.attributes.position;
const uv = geometry.attributes.uv;
const uv1 = geometry.attributes.uv1;
const normal = geometry.attributes.normal;
const groups = geometry.groups;
const drawRange = geometry.drawRange;
if ( index !== null ) {
// indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = index.getX( j );
const b = index.getX( j + 1 );
const c = index.getX( j + 2 );
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const c = index.getX( i + 2 );
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
intersects.push( intersection );
}
}
}
} else if ( position !== undefined ) {
// non-indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = j;
const b = j + 1;
const c = j + 2;
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = i;
const b = i + 1;
const c = i + 2;
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
intersects.push( intersection );
}
}
}
}
}
}
function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
let intersect;
if ( material.side === BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
}
if ( intersect === null ) return null;
_intersectionPointWorld.copy( point );
_intersectionPointWorld.applyMatrix4( object.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
distance: distance,
point: _intersectionPointWorld.clone(),
object: object
};
}
function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
object.getVertexPosition( a, _vA$1 );
object.getVertexPosition( b, _vB$1 );
object.getVertexPosition( c, _vC$1 );
const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
if ( intersection ) {
const barycoord = new Vector3();
Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
if ( uv ) {
intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
}
if ( uv1 ) {
intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
}
if ( normal ) {
intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
if ( intersection.normal.dot( ray.direction ) > 0 ) {
intersection.normal.multiplyScalar( - 1 );
}
}
const face = {
a: a,
b: b,
c: c,
normal: new Vector3(),
materialIndex: 0
};
Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
intersection.face = face;
intersection.barycoord = barycoord;
}
return intersection;
}
class BoxGeometry extends BufferGeometry {
constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
super();
this.type = 'BoxGeometry';
this.parameters = {
width: width,
height: height,
depth: depth,
widthSegments: widthSegments,
heightSegments: heightSegments,
depthSegments: depthSegments
};
const scope = this;
// segments
widthSegments = Math.floor( widthSegments );
heightSegments = Math.floor( heightSegments );
depthSegments = Math.floor( depthSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let numberOfVertices = 0;
let groupStart = 0;
// build each side of the box geometry
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
const segmentWidth = width / gridX;
const segmentHeight = height / gridY;
const widthHalf = width / 2;
const heightHalf = height / 2;
const depthHalf = depth / 2;
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
let vertexCounter = 0;
let groupCount = 0;
const vector = new Vector3();
// generate vertices, normals and uvs
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segmentHeight - heightHalf;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segmentWidth - widthHalf;
// set values to correct vector component
vector[ u ] = x * udir;
vector[ v ] = y * vdir;
vector[ w ] = depthHalf;
// now apply vector to vertex buffer
vertices.push( vector.x, vector.y, vector.z );
// set values to correct vector component
vector[ u ] = 0;
vector[ v ] = 0;
vector[ w ] = depth > 0 ? 1 : - 1;
// now apply vector to normal buffer
normals.push( vector.x, vector.y, vector.z );
// uvs
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
// counters
vertexCounter += 1;
}
}
// indices
// 1. you need three indices to draw a single face
// 2. a single segment consists of two faces
// 3. so we need to generate six (2*3) indices per segment
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = numberOfVertices + ix + gridX1 * iy;
const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
// increase counter
groupCount += 6;
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, materialIndex );
// calculate new start value for groups
groupStart += groupCount;
// update total number of vertices
numberOfVertices += vertexCounter;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
}
}
/**
* Uniform Utilities
*/
function cloneUniforms( src ) {
const dst = {};
for ( const u in src ) {
dst[ u ] = {};
for ( const p in src[ u ] ) {
const property = src[ u ][ p ];
if ( property && ( property.isColor ||
property.isMatrix3 || property.isMatrix4 ||
property.isVector2 || property.isVector3 || property.isVector4 ||
property.isTexture || property.isQuaternion ) ) {
if ( property.isRenderTargetTexture ) {
console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
dst[ u ][ p ] = null;
} else {
dst[ u ][ p ] = property.clone();
}
} else if ( Array.isArray( property ) ) {
dst[ u ][ p ] = property.slice();
} else {
dst[ u ][ p ] = property;
}
}
}
return dst;
}
function mergeUniforms( uniforms ) {
const merged = {};
for ( let u = 0; u < uniforms.length; u ++ ) {
const tmp = cloneUniforms( uniforms[ u ] );
for ( const p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
}
function cloneUniformsGroups( src ) {
const dst = [];
for ( let u = 0; u < src.length; u ++ ) {
dst.push( src[ u ].clone() );
}
return dst;
}
function getUnlitUniformColorSpace( renderer ) {
const currentRenderTarget = renderer.getRenderTarget();
if ( currentRenderTarget === null ) {
// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
return renderer.outputColorSpace;
}
// https://github.com/mrdoob/three.js/issues/27868
if ( currentRenderTarget.isXRRenderTarget === true ) {
return currentRenderTarget.texture.colorSpace;
}
return ColorManagement.workingColorSpace;
}
// Legacy
const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
class ShaderMaterial extends Material {
constructor( parameters ) {
super();
this.isShaderMaterial = true;
this.type = 'ShaderMaterial';
this.defines = {};
this.uniforms = {};
this.uniformsGroups = [];
this.vertexShader = default_vertex;
this.fragmentShader = default_fragment;
this.linewidth = 1;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog
this.lights = false; // set to use scene lights
this.clipping = false; // set to use user-defined clipping planes
this.forceSinglePass = true;
this.extensions = {
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv1': [ 0, 0 ]
};
this.index0AttributeName = undefined;
this.uniformsNeedUpdate = false;
this.glslVersion = null;
if ( parameters !== undefined ) {
this.setValues( parameters );
}
}
copy( source ) {
super.copy( source );
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = cloneUniforms( source.uniforms );
this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
this.defines = Object.assign( {}, source.defines );
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.fog = source.fog;
this.lights = source.lights;
this.clipping = source.clipping;
this.extensions = Object.assign( {}, source.extensions );
this.glslVersion = source.glslVersion;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.glslVersion = this.glslVersion;
data.uniforms = {};
for ( const name in this.uniforms ) {
const uniform = this.uniforms[ name ];
const value = uniform.value;
if ( value && value.isTexture ) {
data.uniforms[ name ] = {
type: 't',
value: value.toJSON( meta ).uuid
};
} else if ( value && value.isColor ) {
data.uniforms[ name ] = {
type: 'c',
value: value.getHex()
};
} else if ( value && value.isVector2 ) {
data.uniforms[ name ] = {
type: 'v2',
value: value.toArray()
};
} else if ( value && value.isVector3 ) {
data.uniforms[ name ] = {
type: 'v3',
value: value.toArray()
};
} else if ( value && value.isVector4 ) {
data.uniforms[ name ] = {
type: 'v4',
value: value.toArray()
};
} else if ( value && value.isMatrix3 ) {
data.uniforms[ name ] = {
type: 'm3',
value: value.toArray()
};
} else if ( value && value.isMatrix4 ) {
data.uniforms[ name ] = {
type: 'm4',
value: value.toArray()
};
} else {
data.uniforms[ name ] = {
value: value
};
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
data.lights = this.lights;
data.clipping = this.clipping;
const extensions = {};
for ( const key in this.extensions ) {
if ( this.extensions[ key ] === true ) extensions[ key ] = true;
}
if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
return data;
}
}
class Camera extends Object3D {
constructor() {
super();
this.isCamera = true;
this.type = 'Camera';
this.matrixWorldInverse = new Matrix4();
this.projectionMatrix = new Matrix4();
this.projectionMatrixInverse = new Matrix4();
this.coordinateSystem = WebGLCoordinateSystem;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
this.coordinateSystem = source.coordinateSystem;
return this;
}
getWorldDirection( target ) {
return super.getWorldDirection( target ).negate();
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
updateWorldMatrix( updateParents, updateChildren ) {
super.updateWorldMatrix( updateParents, updateChildren );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
clone() {
return new this.constructor().copy( this );
}
}
const _v3$1 = /*@__PURE__*/ new Vector3();
const _minTarget = /*@__PURE__*/ new Vector2();
const _maxTarget = /*@__PURE__*/ new Vector2();
class PerspectiveCamera extends Camera {
constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
super();
this.isPerspectiveCamera = true;
this.type = 'PerspectiveCamera';
this.fov = fov;
this.zoom = 1;
this.near = near;
this.far = far;
this.focus = 10;
this.aspect = aspect;
this.view = null;
this.filmGauge = 35; // width of the film (default in millimeters)
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
this.near = source.near;
this.far = source.far;
this.focus = source.focus;
this.aspect = source.aspect;
this.view = source.view === null ? null : Object.assign( {}, source.view );
this.filmGauge = source.filmGauge;
this.filmOffset = source.filmOffset;
return this;
}
/**
* Sets the FOV by focal length in respect to the current .filmGauge.
*
* The default film gauge is 35, so that the focal length can be specified for
* a 35mm (full frame) camera.
*
* Values for focal length and film gauge must have the same unit.
*/
setFocalLength( focalLength ) {
/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
this.updateProjectionMatrix();
}
/**
* Calculates the focal length from the current .fov and .filmGauge.
*/
getFocalLength() {
const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
return 0.5 * this.getFilmHeight() / vExtentSlope;
}
getEffectiveFOV() {
return RAD2DEG * 2 * Math.atan(
Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
}
getFilmWidth() {
// film not completely covered in portrait format (aspect < 1)
return this.filmGauge * Math.min( this.aspect, 1 );
}
getFilmHeight() {
// film not completely covered in landscape format (aspect > 1)
return this.filmGauge / Math.max( this.aspect, 1 );
}
/**
* Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
* Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
*/
getViewBounds( distance, minTarget, maxTarget ) {
_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
}
/**
* Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
* Copies the result into the target Vector2, where x is width and y is height.
*/
getViewSize( distance, target ) {
this.getViewBounds( distance, _minTarget, _maxTarget );
return target.subVectors( _maxTarget, _minTarget );
}
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
*
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
* the monitors are in grid like this
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this
*
* const w = 1920;
* const h = 1080;
* const fullWidth = w * 3;
* const fullHeight = h * 2;
*
* --A--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* --B--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* --C--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* --D--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* --E--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* --F--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
*
* Note there is no reason monitors have to be the same size or in a grid.
*/
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
this.aspect = fullWidth / fullHeight;
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
updateProjectionMatrix() {
const near = this.near;
let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
let height = 2 * top;
let width = this.aspect * height;
let left = - 0.5 * width;
const view = this.view;
if ( this.view !== null && this.view.enabled ) {
const fullWidth = view.fullWidth,
fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth;
top -= view.offsetY * height / fullHeight;
width *= view.width / fullWidth;
height *= view.height / fullHeight;
}
const skew = this.filmOffset;
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.fov = this.fov;
data.object.zoom = this.zoom;
data.object.near = this.near;
data.object.far = this.far;
data.object.focus = this.focus;
data.object.aspect = this.aspect;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
data.object.filmGauge = this.filmGauge;
data.object.filmOffset = this.filmOffset;
return data;
}
}
const fov = - 90; // negative fov is not an error
const aspect = 1;
class CubeCamera extends Object3D {
constructor( near, far, renderTarget ) {
super();
this.type = 'CubeCamera';
this.renderTarget = renderTarget;
this.coordinateSystem = null;
this.activeMipmapLevel = 0;
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
cameraPX.layers = this.layers;
this.add( cameraPX );
const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
cameraNX.layers = this.layers;
this.add( cameraNX );
const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
cameraPY.layers = this.layers;
this.add( cameraPY );
const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
cameraNY.layers = this.layers;
this.add( cameraNY );
const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
cameraPZ.layers = this.layers;
this.add( cameraPZ );
const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
cameraNZ.layers = this.layers;
this.add( cameraNZ );
}
updateCoordinateSystem() {
const coordinateSystem = this.coordinateSystem;
const cameras = this.children.concat();
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
for ( const camera of cameras ) this.remove( camera );
if ( coordinateSystem === WebGLCoordinateSystem ) {
cameraPX.up.set( 0, 1, 0 );
cameraPX.lookAt( 1, 0, 0 );
cameraNX.up.set( 0, 1, 0 );
cameraNX.lookAt( - 1, 0, 0 );
cameraPY.up.set( 0, 0, - 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, 1 );
cameraNY.lookAt( 0, - 1, 0 );
cameraPZ.up.set( 0, 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, 1, 0 );
cameraNZ.lookAt( 0, 0, - 1 );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
cameraPX.up.set( 0, - 1, 0 );
cameraPX.lookAt( - 1, 0, 0 );
cameraNX.up.set( 0, - 1, 0 );
cameraNX.lookAt( 1, 0, 0 );
cameraPY.up.set( 0, 0, 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, - 1 );
cameraNY.lookAt( 0, - 1, 0 );
cameraPZ.up.set( 0, - 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, - 1, 0 );
cameraNZ.lookAt( 0, 0, - 1 );
} else {
throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
}
for ( const camera of cameras ) {
this.add( camera );
camera.updateMatrixWorld();
}
}
update( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
const { renderTarget, activeMipmapLevel } = this;
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
this.coordinateSystem = renderer.coordinateSystem;
this.updateCoordinateSystem();
}
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentXrEnabled = renderer.xr.enabled;
renderer.xr.enabled = false;
const generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
renderer.render( scene, cameraPX );
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
renderer.render( scene, cameraNX );
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
renderer.render( scene, cameraPY );
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
renderer.render( scene, cameraNY );
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
renderer.render( scene, cameraPZ );
// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
renderer.render( scene, cameraNZ );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.xr.enabled = currentXrEnabled;
renderTarget.texture.needsPMREMUpdate = true;
}
}
class CubeTexture extends Texture {
constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
images = images !== undefined ? images : [];
mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
this.isCubeTexture = true;
this.flipY = false;
}
get images() {
return this.image;
}
set images( value ) {
this.image = value;
}
}
class WebGLCubeRenderTarget extends WebGLRenderTarget {
constructor( size = 1, options = {} ) {
super( size, size, options );
this.isWebGLCubeRenderTarget = true;
const image = { width: size, height: size, depth: 1 };
const images = [ image, image, image, image, image, image ];
this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
this.texture.isRenderTargetTexture = true;
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
}
fromEquirectangularTexture( renderer, texture ) {
this.texture.type = texture.type;
this.texture.colorSpace = texture.colorSpace;
this.texture.generateMipmaps = texture.generateMipmaps;
this.texture.minFilter = texture.minFilter;
this.texture.magFilter = texture.magFilter;
const shader = {
uniforms: {
tEquirect: { value: null },
},
vertexShader: /* glsl */`
varying vec3 vWorldDirection;
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
`,
fragmentShader: /* glsl */`
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
}
`
};
const geometry = new BoxGeometry( 5, 5, 5 );
const material = new ShaderMaterial( {
name: 'CubemapFromEquirect',
uniforms: cloneUniforms( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: BackSide,
blending: NoBlending
} );
material.uniforms.tEquirect.value = texture;
const mesh = new Mesh( geometry, material );
const currentMinFilter = texture.minFilter;
// Avoid blurred poles
if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
const camera = new CubeCamera( 1, 10, this );
camera.update( renderer, mesh );
texture.minFilter = currentMinFilter;
mesh.geometry.dispose();
mesh.material.dispose();
return this;
}
clear( renderer, color, depth, stencil ) {
const currentRenderTarget = renderer.getRenderTarget();
for ( let i = 0; i < 6; i ++ ) {
renderer.setRenderTarget( this, i );
renderer.clear( color, depth, stencil );
}
renderer.setRenderTarget( currentRenderTarget );
}
}
class FogExp2 {
constructor( color, density = 0.00025 ) {
this.isFogExp2 = true;
this.name = '';
this.color = new Color( color );
this.density = density;
}
clone() {
return new FogExp2( this.color, this.density );
}
toJSON( /* meta */ ) {
return {
type: 'FogExp2',
name: this.name,
color: this.color.getHex(),
density: this.density
};
}
}
class Fog {
constructor( color, near = 1, far = 1000 ) {
this.isFog = true;
this.name = '';
this.color = new Color( color );
this.near = near;
this.far = far;
}
clone() {
return new Fog( this.color, this.near, this.far );
}
toJSON( /* meta */ ) {
return {
type: 'Fog',
name: this.name,
color: this.color.getHex(),
near: this.near,
far: this.far
};
}
}
class Scene extends Object3D {
constructor() {
super();
this.isScene = true;
this.type = 'Scene';
this.background = null;
this.environment = null;
this.fog = null;
this.backgroundBlurriness = 0;
this.backgroundIntensity = 1;
this.backgroundRotation = new Euler();
this.environmentIntensity = 1;
this.environmentRotation = new Euler();
this.overrideMaterial = null;
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.background !== null ) this.background = source.background.clone();
if ( source.environment !== null ) this.environment = source.environment.clone();
if ( source.fog !== null ) this.fog = source.fog.clone();
this.backgroundBlurriness = source.backgroundBlurriness;
this.backgroundIntensity = source.backgroundIntensity;
this.backgroundRotation.copy( source.backgroundRotation );
this.environmentIntensity = source.environmentIntensity;
this.environmentRotation.copy( source.environmentRotation );
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
this.matrixAutoUpdate = source.matrixAutoUpdate;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
data.object.backgroundRotation = this.backgroundRotation.toArray();
if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
data.object.environmentRotation = this.environmentRotation.toArray();
return data;
}
}
class InterleavedBuffer {
constructor( array, stride ) {
this.isInterleavedBuffer = true;
this.array = array;
this.stride = stride;
this.count = array !== undefined ? array.length / stride : 0;
this.usage = StaticDrawUsage;
this.updateRanges = [];
this.version = 0;
this.uuid = generateUUID();
}
onUploadCallback() {}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
setUsage( value ) {
this.usage = value;
return this;
}
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
clearUpdateRanges() {
this.updateRanges.length = 0;
}
copy( source ) {
this.array = new source.array.constructor( source.array );
this.count = source.count;
this.stride = source.stride;
this.usage = source.usage;
return this;
}
copyAt( index1, attribute, index2 ) {
index1 *= this.stride;
index2 *= attribute.stride;
for ( let i = 0, l = this.stride; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
}
set( value, offset = 0 ) {
this.array.set( value, offset );
return this;
}
clone( data ) {
if ( data.arrayBuffers === undefined ) {
data.arrayBuffers = {};
}
if ( this.array.buffer._uuid === undefined ) {
this.array.buffer._uuid = generateUUID();
}
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
}
const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
const ib = new this.constructor( array, this.stride );
ib.setUsage( this.usage );
return ib;
}
onUpload( callback ) {
this.onUploadCallback = callback;
return this;
}
toJSON( data ) {
if ( data.arrayBuffers === undefined ) {
data.arrayBuffers = {};
}
// generate UUID for array buffer if necessary
if ( this.array.buffer._uuid === undefined ) {
this.array.buffer._uuid = generateUUID();
}
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
}
//
return {
uuid: this.uuid,
buffer: this.array.buffer._uuid,
type: this.array.constructor.name,
stride: this.stride
};
}
}
const _vector$7 = /*@__PURE__*/ new Vector3();
class InterleavedBufferAttribute {
constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
this.isInterleavedBufferAttribute = true;
this.name = '';
this.data = interleavedBuffer;
this.itemSize = itemSize;
this.offset = offset;
this.normalized = normalized;
}
get count() {
return this.data.count;
}
get array() {
return this.data.array;
}
set needsUpdate( value ) {
this.data.needsUpdate = value;
}
applyMatrix4( m ) {
for ( let i = 0, l = this.data.count; i < l; i ++ ) {
_vector$7.fromBufferAttribute( this, i );
_vector$7.applyMatrix4( m );
this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
}
return this;
}
applyNormalMatrix( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$7.fromBufferAttribute( this, i );
_vector$7.applyNormalMatrix( m );
this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
}
return this;
}
transformDirection( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$7.fromBufferAttribute( this, i );
_vector$7.transformDirection( m );
this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
}
return this;
}
getComponent( index, component ) {
let value = this.array[ index * this.data.stride + this.offset + component ];
if ( this.normalized ) value = denormalize( value, this.array );
return value;
}
setComponent( index, component, value ) {
if ( this.normalized ) value = normalize( value, this.array );
this.data.array[ index * this.data.stride + this.offset + component ] = value;
return this;
}
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.data.array[ index * this.data.stride + this.offset ] = x;
return this;
}
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
return this;
}
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
return this;
}
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
return this;
}
getX( index ) {
let x = this.data.array[ index * this.data.stride + this.offset ];
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
getY( index ) {
let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
getZ( index ) {
let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
getW( index ) {
let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
setXY( index, x, y ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
return this;
}
setXYZ( index, x, y, z ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
this.data.array[ index + 2 ] = z;
return this;
}
setXYZW( index, x, y, z, w ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
this.data.array[ index + 2 ] = z;
this.data.array[ index + 3 ] = w;
return this;
}
clone( data ) {
if ( data === undefined ) {
console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
} else {
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
}
return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
}
}
toJSON( data ) {
if ( data === undefined ) {
console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
// de-interleave data and save it as an ordinary buffer attribute for now
return {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: array,
normalized: this.normalized
};
} else {
// save as true interleaved attribute
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
}
return {
isInterleavedBufferAttribute: true,
itemSize: this.itemSize,
data: this.data.uuid,
offset: this.offset,
normalized: this.normalized
};
}
}
}
class SpriteMaterial extends Material {
constructor( parameters ) {
super();
this.isSpriteMaterial = true;
this.type = 'SpriteMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.alphaMap = null;
this.rotation = 0;
this.sizeAttenuation = true;
this.transparent = true;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
this.fog = source.fog;
return this;
}
}
let _geometry;
const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();
const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
const _vA = /*@__PURE__*/ new Vector3();
const _vB = /*@__PURE__*/ new Vector3();
const _vC = /*@__PURE__*/ new Vector3();
const _uvA = /*@__PURE__*/ new Vector2();
const _uvB = /*@__PURE__*/ new Vector2();
const _uvC = /*@__PURE__*/ new Vector2();
class Sprite extends Object3D {
constructor( material = new SpriteMaterial() ) {
super();
this.isSprite = true;
this.type = 'Sprite';
if ( _geometry === undefined ) {
_geometry = new BufferGeometry();
const float32Array = new Float32Array( [
- 0.5, - 0.5, 0, 0, 0,
0.5, - 0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
- 0.5, 0.5, 0, 0, 1
] );
const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
_geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
}
this.geometry = _geometry;
this.material = material;
this.center = new Vector2( 0.5, 0.5 );
}
raycast( raycaster, intersects ) {
if ( raycaster.camera === null ) {
console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
}
_worldScale.setFromMatrixScale( this.matrixWorld );
_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
_mvPosition.setFromMatrixPosition( this.modelViewMatrix );
if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
_worldScale.multiplyScalar( - _mvPosition.z );
}
const rotation = this.material.rotation;
let sin, cos;
if ( rotation !== 0 ) {
cos = Math.cos( rotation );
sin = Math.sin( rotation );
}
const center = this.center;
transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
_uvA.set( 0, 0 );
_uvB.set( 1, 0 );
_uvC.set( 1, 1 );
// check first triangle
let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
if ( intersect === null ) {
// check second triangle
transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
_uvB.set( 0, 1 );
intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
if ( intersect === null ) {
return;
}
}
const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance,
point: _intersectPoint.clone(),
uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
face: null,
object: this
} );
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.center !== undefined ) this.center.copy( source.center );
this.material = source.material;
return this;
}
}
function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
// compute position in camera space
_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
// to check if rotation is not zero
if ( sin !== undefined ) {
_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
} else {
_rotatedPosition.copy( _alignedPosition );
}
vertexPosition.copy( mvPosition );
vertexPosition.x += _rotatedPosition.x;
vertexPosition.y += _rotatedPosition.y;
// transform to world space
vertexPosition.applyMatrix4( _viewWorldMatrix );
}
const _v1$2 = /*@__PURE__*/ new Vector3();
const _v2$1 = /*@__PURE__*/ new Vector3();
class LOD extends Object3D {
constructor() {
super();
this._currentLevel = 0;
this.type = 'LOD';
Object.defineProperties( this, {
levels: {
enumerable: true,
value: []
},
isLOD: {
value: true,
}
} );
this.autoUpdate = true;
}
copy( source ) {
super.copy( source, false );
const levels = source.levels;
for ( let i = 0, l = levels.length; i < l; i ++ ) {
const level = levels[ i ];
this.addLevel( level.object.clone(), level.distance, level.hysteresis );
}
this.autoUpdate = source.autoUpdate;
return this;
}
addLevel( object, distance = 0, hysteresis = 0 ) {
distance = Math.abs( distance );
const levels = this.levels;
let l;
for ( l = 0; l < levels.length; l ++ ) {
if ( distance < levels[ l ].distance ) {
break;
}
}
levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
this.add( object );
return this;
}
removeLevel( distance ) {
const levels = this.levels;
for ( let i = 0; i < levels.length; i ++ ) {
if ( levels[ i ].distance === distance ) {
const removedElements = levels.splice( i, 1 );
this.remove( removedElements[ 0 ].object );
return true;
}
}
return false;
}
getCurrentLevel() {
return this._currentLevel;
}
getObjectForDistance( distance ) {
const levels = this.levels;
if ( levels.length > 0 ) {
let i, l;
for ( i = 1, l = levels.length; i < l; i ++ ) {
let levelDistance = levels[ i ].distance;
if ( levels[ i ].object.visible ) {
levelDistance -= levelDistance * levels[ i ].hysteresis;
}
if ( distance < levelDistance ) {
break;
}
}
return levels[ i - 1 ].object;
}
return null;
}
raycast( raycaster, intersects ) {
const levels = this.levels;
if ( levels.length > 0 ) {
_v1$2.setFromMatrixPosition( this.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _v1$2 );
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
}
}
update( camera ) {
const levels = this.levels;
if ( levels.length > 1 ) {
_v1$2.setFromMatrixPosition( camera.matrixWorld );
_v2$1.setFromMatrixPosition( this.matrixWorld );
const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
levels[ 0 ].object.visible = true;
let i, l;
for ( i = 1, l = levels.length; i < l; i ++ ) {
let levelDistance = levels[ i ].distance;
if ( levels[ i ].object.visible ) {
levelDistance -= levelDistance * levels[ i ].hysteresis;
}
if ( distance >= levelDistance ) {
levels[ i - 1 ].object.visible = false;
levels[ i ].object.visible = true;
} else {
break;
}
}
this._currentLevel = i - 1;
for ( ; i < l; i ++ ) {
levels[ i ].object.visible = false;
}
}
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.autoUpdate === false ) data.object.autoUpdate = false;
data.object.levels = [];
const levels = this.levels;
for ( let i = 0, l = levels.length; i < l; i ++ ) {
const level = levels[ i ];
data.object.levels.push( {
object: level.object.uuid,
distance: level.distance,
hysteresis: level.hysteresis
} );
}
return data;
}
}
const _basePosition = /*@__PURE__*/ new Vector3();
const _skinIndex = /*@__PURE__*/ new Vector4();
const _skinWeight = /*@__PURE__*/ new Vector4();
const _vector3 = /*@__PURE__*/ new Vector3();
const _matrix4 = /*@__PURE__*/ new Matrix4();
const _vertex = /*@__PURE__*/ new Vector3();
const _sphere$5 = /*@__PURE__*/ new Sphere();
const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
const _ray$2 = /*@__PURE__*/ new Ray();
class SkinnedMesh extends Mesh {
constructor( geometry, material ) {
super( geometry, material );
this.isSkinnedMesh = true;
this.type = 'SkinnedMesh';
this.bindMode = AttachedBindMode;
this.bindMatrix = new Matrix4();
this.bindMatrixInverse = new Matrix4();
this.boundingBox = null;
this.boundingSphere = null;
}
computeBoundingBox() {
const geometry = this.geometry;
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
this.boundingBox.makeEmpty();
const positionAttribute = geometry.getAttribute( 'position' );
for ( let i = 0; i < positionAttribute.count; i ++ ) {
this.getVertexPosition( i, _vertex );
this.boundingBox.expandByPoint( _vertex );
}
}
computeBoundingSphere() {
const geometry = this.geometry;
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
this.boundingSphere.makeEmpty();
const positionAttribute = geometry.getAttribute( 'position' );
for ( let i = 0; i < positionAttribute.count; i ++ ) {
this.getVertexPosition( i, _vertex );
this.boundingSphere.expandByPoint( _vertex );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
this.bindMode = source.bindMode;
this.bindMatrix.copy( source.bindMatrix );
this.bindMatrixInverse.copy( source.bindMatrixInverse );
this.skeleton = source.skeleton;
if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
return this;
}
raycast( raycaster, intersects ) {
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( this.boundingSphere === null ) this.computeBoundingSphere();
_sphere$5.copy( this.boundingSphere );
_sphere$5.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
// convert ray to local space of skinned mesh
_inverseMatrix$2.copy( matrixWorld ).invert();
_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
// test with bounding box in local space
if ( this.boundingBox !== null ) {
if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray$2 );
}
getVertexPosition( index, target ) {
super.getVertexPosition( index, target );
this.applyBoneTransform( index, target );
return target;
}
bind( skeleton, bindMatrix ) {
this.skeleton = skeleton;
if ( bindMatrix === undefined ) {
this.updateMatrixWorld( true );
this.skeleton.calculateInverses();
bindMatrix = this.matrixWorld;
}
this.bindMatrix.copy( bindMatrix );
this.bindMatrixInverse.copy( bindMatrix ).invert();
}
pose() {
this.skeleton.pose();
}
normalizeSkinWeights() {
const vector = new Vector4();
const skinWeight = this.geometry.attributes.skinWeight;
for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
vector.fromBufferAttribute( skinWeight, i );
const scale = 1.0 / vector.manhattanLength();
if ( scale !== Infinity ) {
vector.multiplyScalar( scale );
} else {
vector.set( 1, 0, 0, 0 ); // do something reasonable
}
skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
}
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.bindMode === AttachedBindMode ) {
this.bindMatrixInverse.copy( this.matrixWorld ).invert();
} else if ( this.bindMode === DetachedBindMode ) {
this.bindMatrixInverse.copy( this.bindMatrix ).invert();
} else {
console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
}
}
applyBoneTransform( index, vector ) {
const skeleton = this.skeleton;
const geometry = this.geometry;
_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );
vector.set( 0, 0, 0 );
for ( let i = 0; i < 4; i ++ ) {
const weight = _skinWeight.getComponent( i );
if ( weight !== 0 ) {
const boneIndex = _skinIndex.getComponent( i );
_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
}
}
return vector.applyMatrix4( this.bindMatrixInverse );
}
}
class Bone extends Object3D {
constructor() {
super();
this.isBone = true;
this.type = 'Bone';
}
}
class DataTexture extends Texture {
constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
this.isDataTexture = true;
this.image = { data: data, width: width, height: height };
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
}
}
const _offsetMatrix = /*@__PURE__*/ new Matrix4();
const _identityMatrix = /*@__PURE__*/ new Matrix4();
class Skeleton {
constructor( bones = [], boneInverses = [] ) {
this.uuid = generateUUID();
this.bones = bones.slice( 0 );
this.boneInverses = boneInverses;
this.boneMatrices = null;
this.boneTexture = null;
this.init();
}
init() {
const bones = this.bones;
const boneInverses = this.boneInverses;
this.boneMatrices = new Float32Array( bones.length * 16 );
// calculate inverse bone matrices if necessary
if ( boneInverses.length === 0 ) {
this.calculateInverses();
} else {
// handle special case
if ( bones.length !== boneInverses.length ) {
console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
this.boneInverses = [];
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
this.boneInverses.push( new Matrix4() );
}
}
}
}
calculateInverses() {
this.boneInverses.length = 0;
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const inverse = new Matrix4();
if ( this.bones[ i ] ) {
inverse.copy( this.bones[ i ].matrixWorld ).invert();
}
this.boneInverses.push( inverse );
}
}
pose() {
// recover the bind-time world matrices
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone ) {
bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
}
}
// compute the local matrices, positions, rotations and scales
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone ) {
if ( bone.parent && bone.parent.isBone ) {
bone.matrix.copy( bone.parent.matrixWorld ).invert();
bone.matrix.multiply( bone.matrixWorld );
} else {
bone.matrix.copy( bone.matrixWorld );
}
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
}
}
}
update() {
const bones = this.bones;
const boneInverses = this.boneInverses;
const boneMatrices = this.boneMatrices;
const boneTexture = this.boneTexture;
// flatten bone matrices to array
for ( let i = 0, il = bones.length; i < il; i ++ ) {
// compute the offset between the current and the original transform
const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
_offsetMatrix.toArray( boneMatrices, i * 16 );
}
if ( boneTexture !== null ) {
boneTexture.needsUpdate = true;
}
}
clone() {
return new Skeleton( this.bones, this.boneInverses );
}
computeBoneTexture() {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
size = Math.ceil( size / 4 ) * 4;
size = Math.max( size, 4 );
const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
boneMatrices.set( this.boneMatrices ); // copy current values
const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
boneTexture.needsUpdate = true;
this.boneMatrices = boneMatrices;
this.boneTexture = boneTexture;
return this;
}
getBoneByName( name ) {
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone.name === name ) {
return bone;
}
}
return undefined;
}
dispose( ) {
if ( this.boneTexture !== null ) {
this.boneTexture.dispose();
this.boneTexture = null;
}
}
fromJSON( json, bones ) {
this.uuid = json.uuid;
for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
const uuid = json.bones[ i ];
let bone = bones[ uuid ];
if ( bone === undefined ) {
console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
bone = new Bone();
}
this.bones.push( bone );
this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
}
this.init();
return this;
}
toJSON() {
const data = {
metadata: {
version: 4.6,
type: 'Skeleton',
generator: 'Skeleton.toJSON'
},
bones: [],
boneInverses: []
};
data.uuid = this.uuid;
const bones = this.bones;
const boneInverses = this.boneInverses;
for ( let i = 0, l = bones.length; i < l; i ++ ) {
const bone = bones[ i ];
data.bones.push( bone.uuid );
const boneInverse = boneInverses[ i ];
data.boneInverses.push( boneInverse.toArray() );
}
return data;
}
}
class InstancedBufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
super( array, itemSize, normalized );
this.isInstancedBufferAttribute = true;
this.meshPerAttribute = meshPerAttribute;
}
copy( source ) {
super.copy( source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
toJSON() {
const data = super.toJSON();
data.meshPerAttribute = this.meshPerAttribute;
data.isInstancedBufferAttribute = true;
return data;
}
}
const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
const _instanceIntersects = [];
const _box3 = /*@__PURE__*/ new Box3();
const _identity = /*@__PURE__*/ new Matrix4();
const _mesh$1 = /*@__PURE__*/ new Mesh();
const _sphere$4 = /*@__PURE__*/ new Sphere();
class InstancedMesh extends Mesh {
constructor( geometry, material, count ) {
super( geometry, material );
this.isInstancedMesh = true;
this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
this.instanceColor = null;
this.morphTexture = null;
this.count = count;
this.boundingBox = null;
this.boundingSphere = null;
for ( let i = 0; i < count; i ++ ) {
this.setMatrixAt( i, _identity );
}
}
computeBoundingBox() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
this.boundingBox.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
this.boundingBox.union( _box3 );
}
}
computeBoundingSphere() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
if ( geometry.boundingSphere === null ) {
geometry.computeBoundingSphere();
}
this.boundingSphere.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
this.boundingSphere.union( _sphere$4 );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
this.instanceMatrix.copy( source.instanceMatrix );
if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
this.count = source.count;
if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
return this;
}
getColorAt( index, color ) {
color.fromArray( this.instanceColor.array, index * 3 );
}
getMatrixAt( index, matrix ) {
matrix.fromArray( this.instanceMatrix.array, index * 16 );
}
getMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const array = this.morphTexture.source.data.data;
const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
for ( let i = 0; i < objectInfluences.length; i ++ ) {
objectInfluences[ i ] = array[ dataIndex + i ];
}
}
raycast( raycaster, intersects ) {
const matrixWorld = this.matrixWorld;
const raycastTimes = this.count;
_mesh$1.geometry = this.geometry;
_mesh$1.material = this.material;
if ( _mesh$1.material === undefined ) return;
// test with bounding sphere first
if ( this.boundingSphere === null ) this.computeBoundingSphere();
_sphere$4.copy( this.boundingSphere );
_sphere$4.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
// now test each instance
for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
// calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
// the mesh represents this single instance
_mesh$1.matrixWorld = _instanceWorldMatrix;
_mesh$1.raycast( raycaster, _instanceIntersects );
// process the result of raycast
for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
const intersect = _instanceIntersects[ i ];
intersect.instanceId = instanceId;
intersect.object = this;
intersects.push( intersect );
}
_instanceIntersects.length = 0;
}
}
setColorAt( index, color ) {
if ( this.instanceColor === null ) {
this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
}
color.toArray( this.instanceColor.array, index * 3 );
}
setMatrixAt( index, matrix ) {
matrix.toArray( this.instanceMatrix.array, index * 16 );
}
setMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
if ( this.morphTexture === null ) {
this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
}
const array = this.morphTexture.source.data.data;
let morphInfluencesSum = 0;
for ( let i = 0; i < objectInfluences.length; i ++ ) {
morphInfluencesSum += objectInfluences[ i ];
}
const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
const dataIndex = len * index;
array[ dataIndex ] = morphBaseInfluence;
array.set( objectInfluences, dataIndex + 1 );
}
updateMorphTargets() {
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
if ( this.morphTexture !== null ) {
this.morphTexture.dispose();
this.morphTexture = null;
}
return this;
}
}
const _vector1 = /*@__PURE__*/ new Vector3();
const _vector2 = /*@__PURE__*/ new Vector3();
const _normalMatrix = /*@__PURE__*/ new Matrix3();
class Plane {
constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
this.isPlane = true;
// normal is assumed to be normalized
this.normal = normal;
this.constant = constant;
}
set( normal, constant ) {
this.normal.copy( normal );
this.constant = constant;
return this;
}
setComponents( x, y, z, w ) {
this.normal.set( x, y, z );
this.constant = w;
return this;
}
setFromNormalAndCoplanarPoint( normal, point ) {
this.normal.copy( normal );
this.constant = - point.dot( this.normal );
return this;
}
setFromCoplanarPoints( a, b, c ) {
const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
this.setFromNormalAndCoplanarPoint( normal, a );
return this;
}
copy( plane ) {
this.normal.copy( plane.normal );
this.constant = plane.constant;
return this;
}
normalize() {
// Note: will lead to a divide by zero if the plane is invalid.
const inverseNormalLength = 1.0 / this.normal.length();
this.normal.multiplyScalar( inverseNormalLength );
this.constant *= inverseNormalLength;
return this;
}
negate() {
this.constant *= - 1;
this.normal.negate();
return this;
}
distanceToPoint( point ) {
return this.normal.dot( point ) + this.constant;
}
distanceToSphere( sphere ) {
return this.distanceToPoint( sphere.center ) - sphere.radius;
}
projectPoint( point, target ) {
return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
}
intersectLine( line, target ) {
const direction = line.delta( _vector1 );
const denominator = this.normal.dot( direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( this.distanceToPoint( line.start ) === 0 ) {
return target.copy( line.start );
}
// Unsure if this is the correct method to handle this case.
return null;
}
const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
if ( t < 0 || t > 1 ) {
return null;
}
return target.copy( line.start ).addScaledVector( direction, t );
}
intersectsLine( line ) {
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
const startSign = this.distanceToPoint( line.start );
const endSign = this.distanceToPoint( line.end );
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
}
intersectsBox( box ) {
return box.intersectsPlane( this );
}
intersectsSphere( sphere ) {
return sphere.intersectsPlane( this );
}
coplanarPoint( target ) {
return target.copy( this.normal ).multiplyScalar( - this.constant );
}
applyMatrix4( matrix, optionalNormalMatrix ) {
const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
this.constant = - referencePoint.dot( normal );
return this;
}
translate( offset ) {
this.constant -= offset.dot( this.normal );
return this;
}
equals( plane ) {
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
}
clone() {
return new this.constructor().copy( this );
}
}
const _sphere$3 = /*@__PURE__*/ new Sphere();
const _vector$6 = /*@__PURE__*/ new Vector3();
class Frustum {
constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
this.planes = [ p0, p1, p2, p3, p4, p5 ];
}
set( p0, p1, p2, p3, p4, p5 ) {
const planes = this.planes;
planes[ 0 ].copy( p0 );
planes[ 1 ].copy( p1 );
planes[ 2 ].copy( p2 );
planes[ 3 ].copy( p3 );
planes[ 4 ].copy( p4 );
planes[ 5 ].copy( p5 );
return this;
}
copy( frustum ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
planes[ i ].copy( frustum.planes[ i ] );
}
return this;
}
setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
const planes = this.planes;
const me = m.elements;
const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
if ( coordinateSystem === WebGLCoordinateSystem ) {
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
} else {
throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
}
return this;
}
intersectsObject( object ) {
if ( object.boundingSphere !== undefined ) {
if ( object.boundingSphere === null ) object.computeBoundingSphere();
_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
} else {
const geometry = object.geometry;
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
}
return this.intersectsSphere( _sphere$3 );
}
intersectsSprite( sprite ) {
_sphere$3.center.set( 0, 0, 0 );
_sphere$3.radius = 0.7071067811865476;
_sphere$3.applyMatrix4( sprite.matrixWorld );
return this.intersectsSphere( _sphere$3 );
}
intersectsSphere( sphere ) {
const planes = this.planes;
const center = sphere.center;
const negRadius = - sphere.radius;
for ( let i = 0; i < 6; i ++ ) {
const distance = planes[ i ].distanceToPoint( center );
if ( distance < negRadius ) {
return false;
}
}
return true;
}
intersectsBox( box ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
const plane = planes[ i ];
// corner at max distance
_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
return false;
}
}
return true;
}
containsPoint( point ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
return false;
}
}
return true;
}
clone() {
return new this.constructor().copy( this );
}
}
function ascIdSort( a, b ) {
return a - b;
}
function sortOpaque( a, b ) {
return a.z - b.z;
}
function sortTransparent( a, b ) {
return b.z - a.z;
}
class MultiDrawRenderList {
constructor() {
this.index = 0;
this.pool = [];
this.list = [];
}
push( start, count, z, index ) {
const pool = this.pool;
const list = this.list;
if ( this.index >= pool.length ) {
pool.push( {
start: - 1,
count: - 1,
z: - 1,
index: - 1,
} );
}
const item = pool[ this.index ];
list.push( item );
this.index ++;
item.start = start;
item.count = count;
item.z = z;
item.index = index;
}
reset() {
this.list.length = 0;
this.index = 0;
}
}
const _matrix$1 = /*@__PURE__*/ new Matrix4();
const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
const _frustum = /*@__PURE__*/ new Frustum();
const _box$1 = /*@__PURE__*/ new Box3();
const _sphere$2 = /*@__PURE__*/ new Sphere();
const _vector$5 = /*@__PURE__*/ new Vector3();
const _forward = /*@__PURE__*/ new Vector3();
const _temp = /*@__PURE__*/ new Vector3();
const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
const _mesh = /*@__PURE__*/ new Mesh();
const _batchIntersects = [];
// copies data from attribute "src" into "target" starting at "targetOffset"
function copyAttributeData( src, target, targetOffset = 0 ) {
const itemSize = target.itemSize;
if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
// use the component getters and setters if the array data cannot
// be copied directly
const vertexCount = src.count;
for ( let i = 0; i < vertexCount; i ++ ) {
for ( let c = 0; c < itemSize; c ++ ) {
target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
}
}
} else {
// faster copy approach using typed array set function
target.array.set( src.array, targetOffset * itemSize );
}
target.needsUpdate = true;
}
// safely copies array contents to a potentially smaller array
function copyArrayContents( src, target ) {
if ( src.constructor !== target.constructor ) {
// if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
const len = Math.min( src.length, target.length );
for ( let i = 0; i < len; i ++ ) {
target[ i ] = src[ i ];
}
} else {
// if the arrays use the same data layout we can use a fast block copy
const len = Math.min( src.length, target.length );
target.set( new src.constructor( src.buffer, 0, len ) );
}
}
class BatchedMesh extends Mesh {
get maxInstanceCount() {
return this._maxInstanceCount;
}
get instanceCount() {
return this._instanceInfo.length - this._availableInstanceIds.length;
}
get unusedVertexCount() {
return this._maxVertexCount - this._nextVertexStart;
}
get unusedIndexCount() {
return this._maxIndexCount - this._nextIndexStart;
}
constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
super( new BufferGeometry(), material );
this.isBatchedMesh = true;
this.perObjectFrustumCulled = true;
this.sortObjects = true;
this.boundingBox = null;
this.boundingSphere = null;
this.customSort = null;
// stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
this._instanceInfo = [];
this._geometryInfo = [];
// instance, geometry ids that have been set as inactive, and are available to be overwritten
this._availableInstanceIds = [];
this._availableGeometryIds = [];
// used to track where the next point is that geometry should be inserted
this._nextIndexStart = 0;
this._nextVertexStart = 0;
this._geometryCount = 0;
// flags
this._visibilityChanged = true;
this._geometryInitialized = false;
// cached user options
this._maxInstanceCount = maxInstanceCount;
this._maxVertexCount = maxVertexCount;
this._maxIndexCount = maxIndexCount;
// buffers for multi draw
this._multiDrawCounts = new Int32Array( maxInstanceCount );
this._multiDrawStarts = new Int32Array( maxInstanceCount );
this._multiDrawCount = 0;
this._multiDrawInstances = null;
// Local matrix per geometry by using data texture
this._matricesTexture = null;
this._indirectTexture = null;
this._colorsTexture = null;
this._initMatricesTexture();
this._initIndirectTexture();
}
_initMatricesTexture() {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
size = Math.ceil( size / 4 ) * 4;
size = Math.max( size, 4 );
const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
this._matricesTexture = matricesTexture;
}
_initIndirectTexture() {
let size = Math.sqrt( this._maxInstanceCount );
size = Math.ceil( size );
const indirectArray = new Uint32Array( size * size );
const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
this._indirectTexture = indirectTexture;
}
_initColorsTexture() {
let size = Math.sqrt( this._maxInstanceCount );
size = Math.ceil( size );
// 4 floats per RGBA pixel initialized to white
const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
colorsTexture.colorSpace = ColorManagement.workingColorSpace;
this._colorsTexture = colorsTexture;
}
_initializeGeometry( reference ) {
const geometry = this.geometry;
const maxVertexCount = this._maxVertexCount;
const maxIndexCount = this._maxIndexCount;
if ( this._geometryInitialized === false ) {
for ( const attributeName in reference.attributes ) {
const srcAttribute = reference.getAttribute( attributeName );
const { array, itemSize, normalized } = srcAttribute;
const dstArray = new array.constructor( maxVertexCount * itemSize );
const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
geometry.setAttribute( attributeName, dstAttribute );
}
if ( reference.getIndex() !== null ) {
// Reserve last u16 index for primitive restart.
const indexArray = maxVertexCount > 65535
? new Uint32Array( maxIndexCount )
: new Uint16Array( maxIndexCount );
geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
}
this._geometryInitialized = true;
}
}
// Make sure the geometry is compatible with the existing combined geometry attributes
_validateGeometry( geometry ) {
// check to ensure the geometries are using consistent attributes and indices
const batchGeometry = this.geometry;
if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
}
for ( const attributeName in batchGeometry.attributes ) {
if ( ! geometry.hasAttribute( attributeName ) ) {
throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
}
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
}
}
}
validateInstanceId( instanceId ) {
const instanceInfo = this._instanceInfo;
if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
}
}
validateGeometryId( geometryId ) {
const geometryInfoList = this._geometryInfo;
if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
}
}
setCustomSort( func ) {
this.customSort = func;
return this;
}
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const boundingBox = this.boundingBox;
const instanceInfo = this._instanceInfo;
boundingBox.makeEmpty();
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].active === false ) continue;
const geometryId = instanceInfo[ i ].geometryIndex;
this.getMatrixAt( i, _matrix$1 );
this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
boundingBox.union( _box$1 );
}
}
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
const boundingSphere = this.boundingSphere;
const instanceInfo = this._instanceInfo;
boundingSphere.makeEmpty();
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].active === false ) continue;
const geometryId = instanceInfo[ i ].geometryIndex;
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
boundingSphere.union( _sphere$2 );
}
}
addInstance( geometryId ) {
const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
// ensure we're not over geometry
if ( atCapacity && this._availableInstanceIds.length === 0 ) {
throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
}
const instanceInfo = {
visible: true,
active: true,
geometryIndex: geometryId,
};
let drawId = null;
// Prioritize using previously freed instance ids
if ( this._availableInstanceIds.length > 0 ) {
this._availableInstanceIds.sort( ascIdSort );
drawId = this._availableInstanceIds.shift();
this._instanceInfo[ drawId ] = instanceInfo;
} else {
drawId = this._instanceInfo.length;
this._instanceInfo.push( instanceInfo );
}
const matricesTexture = this._matricesTexture;
_matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
matricesTexture.needsUpdate = true;
const colorsTexture = this._colorsTexture;
if ( colorsTexture ) {
_whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
colorsTexture.needsUpdate = true;
}
this._visibilityChanged = true;
return drawId;
}
addGeometry( geometry, reservedVertexCount = - 1, reservedIndexCount = - 1 ) {
this._initializeGeometry( geometry );
this._validateGeometry( geometry );
const geometryInfo = {
// geometry information
vertexStart: - 1,
vertexCount: - 1,
reservedVertexCount: - 1,
indexStart: - 1,
indexCount: - 1,
reservedIndexCount: - 1,
// draw range information
start: - 1,
count: - 1,
// state
boundingBox: null,
boundingSphere: null,
active: true,
};
const geometryInfoList = this._geometryInfo;
geometryInfo.vertexStart = this._nextVertexStart;
geometryInfo.reservedVertexCount = reservedVertexCount === - 1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
const index = geometry.getIndex();
const hasIndex = index !== null;
if ( hasIndex ) {
geometryInfo.indexStart = this._nextIndexStart;
geometryInfo.reservedIndexCount = reservedIndexCount === - 1 ? index.count : reservedIndexCount;
}
if (
geometryInfo.indexStart !== - 1 &&
geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
) {
throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
}
// update id
let geometryId;
if ( this._availableGeometryIds.length > 0 ) {
this._availableGeometryIds.sort( ascIdSort );
geometryId = this._availableGeometryIds.shift();
geometryInfoList[ geometryId ] = geometryInfo;
} else {
geometryId = this._geometryCount;
this._geometryCount ++;
geometryInfoList.push( geometryInfo );
}
// update the geometry
this.setGeometryAt( geometryId, geometry );
// increment the next geometry position
this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
return geometryId;
}
setGeometryAt( geometryId, geometry ) {
if ( geometryId >= this._geometryCount ) {
throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
}
this._validateGeometry( geometry );
const batchGeometry = this.geometry;
const hasIndex = batchGeometry.getIndex() !== null;
const dstIndex = batchGeometry.getIndex();
const srcIndex = geometry.getIndex();
const geometryInfo = this._geometryInfo[ geometryId ];
if (
hasIndex &&
srcIndex.count > geometryInfo.reservedIndexCount ||
geometry.attributes.position.count > geometryInfo.reservedVertexCount
) {
throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
}
// copy geometry buffer data over
const vertexStart = geometryInfo.vertexStart;
const reservedVertexCount = geometryInfo.reservedVertexCount;
geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
for ( const attributeName in batchGeometry.attributes ) {
// copy attribute data
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
copyAttributeData( srcAttribute, dstAttribute, vertexStart );
// fill the rest in with zeroes
const itemSize = srcAttribute.itemSize;
for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
const index = vertexStart + i;
for ( let c = 0; c < itemSize; c ++ ) {
dstAttribute.setComponent( index, c, 0 );
}
}
dstAttribute.needsUpdate = true;
dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
}
// copy index
if ( hasIndex ) {
const indexStart = geometryInfo.indexStart;
const reservedIndexCount = geometryInfo.reservedIndexCount;
geometryInfo.indexCount = geometry.getIndex().count;
// copy index data over
for ( let i = 0; i < srcIndex.count; i ++ ) {
dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
}
// fill the rest in with zeroes
for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
dstIndex.setX( indexStart + i, vertexStart );
}
dstIndex.needsUpdate = true;
dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
}
// update the draw range
geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
// store the bounding boxes
geometryInfo.boundingBox = null;
if ( geometry.boundingBox !== null ) {
geometryInfo.boundingBox = geometry.boundingBox.clone();
}
geometryInfo.boundingSphere = null;
if ( geometry.boundingSphere !== null ) {
geometryInfo.boundingSphere = geometry.boundingSphere.clone();
}
this._visibilityChanged = true;
return geometryId;
}
deleteGeometry( geometryId ) {
const geometryInfoList = this._geometryInfo;
if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
return this;
}
// delete any instances associated with this geometry
const instanceInfo = this._instanceInfo;
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].geometryIndex === geometryId ) {
this.deleteInstance( i );
}
}
geometryInfoList[ geometryId ].active = false;
this._availableGeometryIds.push( geometryId );
this._visibilityChanged = true;
return this;
}
deleteInstance( instanceId ) {
this.validateInstanceId( instanceId );
this._instanceInfo[ instanceId ].active = false;
this._availableInstanceIds.push( instanceId );
this._visibilityChanged = true;
return this;
}
optimize() {
// track the next indices to copy data to
let nextVertexStart = 0;
let nextIndexStart = 0;
// Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
// in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
const geometryInfoList = this._geometryInfo;
const indices = geometryInfoList
.map( ( e, i ) => i )
.sort( ( a, b ) => {
return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
} );
const geometry = this.geometry;
for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
// if a geometry range is inactive then don't copy anything
const index = indices[ i ];
const geometryInfo = geometryInfoList[ index ];
if ( geometryInfo.active === false ) {
continue;
}
// if a geometry contains an index buffer then shift it, as well
if ( geometry.index !== null ) {
if ( geometryInfo.indexStart !== nextIndexStart ) {
const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
const index = geometry.index;
const array = index.array;
// shift the index pointers based on how the vertex data will shift
// adjusting the index must happen first so the original vertex start value is available
const elementDelta = nextVertexStart - vertexStart;
for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
array[ j ] = array[ j ] + elementDelta;
}
index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
index.addUpdateRange( nextIndexStart, reservedIndexCount );
geometryInfo.indexStart = nextIndexStart;
}
nextIndexStart += geometryInfo.reservedIndexCount;
}
// if a geometry needs to be moved then copy attribute data to overwrite unused space
if ( geometryInfo.vertexStart !== nextVertexStart ) {
const { vertexStart, reservedVertexCount } = geometryInfo;
const attributes = geometry.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
const { array, itemSize } = attribute;
array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
}
geometryInfo.vertexStart = nextVertexStart;
}
nextVertexStart += geometryInfo.reservedVertexCount;
geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
// step the next geometry points to the shifted position
this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
}
return this;
}
// get bounding box and compute it if it doesn't exist
getBoundingBoxAt( geometryId, target ) {
if ( geometryId >= this._geometryCount ) {
return null;
}
// compute bounding box
const geometry = this.geometry;
const geometryInfo = this._geometryInfo[ geometryId ];
if ( geometryInfo.boundingBox === null ) {
const box = new Box3();
const index = geometry.index;
const position = geometry.attributes.position;
for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
let iv = i;
if ( index ) {
iv = index.getX( iv );
}
box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
}
geometryInfo.boundingBox = box;
}
target.copy( geometryInfo.boundingBox );
return target;
}
// get bounding sphere and compute it if it doesn't exist
getBoundingSphereAt( geometryId, target ) {
if ( geometryId >= this._geometryCount ) {
return null;
}
// compute bounding sphere
const geometry = this.geometry;
const geometryInfo = this._geometryInfo[ geometryId ];
if ( geometryInfo.boundingSphere === null ) {
const sphere = new Sphere();
this.getBoundingBoxAt( geometryId, _box$1 );
_box$1.getCenter( sphere.center );
const index = geometry.index;
const position = geometry.attributes.position;
let maxRadiusSq = 0;
for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
let iv = i;
if ( index ) {
iv = index.getX( iv );
}
_vector$5.fromBufferAttribute( position, iv );
maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
}
sphere.radius = Math.sqrt( maxRadiusSq );
geometryInfo.boundingSphere = sphere;
}
target.copy( geometryInfo.boundingSphere );
return target;
}
setMatrixAt( instanceId, matrix ) {
this.validateInstanceId( instanceId );
const matricesTexture = this._matricesTexture;
const matricesArray = this._matricesTexture.image.data;
matrix.toArray( matricesArray, instanceId * 16 );
matricesTexture.needsUpdate = true;
return this;
}
getMatrixAt( instanceId, matrix ) {
this.validateInstanceId( instanceId );
return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
}
setColorAt( instanceId, color ) {
this.validateInstanceId( instanceId );
if ( this._colorsTexture === null ) {
this._initColorsTexture();
}
color.toArray( this._colorsTexture.image.data, instanceId * 4 );
this._colorsTexture.needsUpdate = true;
return this;
}
getColorAt( instanceId, color ) {
this.validateInstanceId( instanceId );
return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
}
setVisibleAt( instanceId, value ) {
this.validateInstanceId( instanceId );
if ( this._instanceInfo[ instanceId ].visible === value ) {
return this;
}
this._instanceInfo[ instanceId ].visible = value;
this._visibilityChanged = true;
return this;
}
getVisibleAt( instanceId ) {
this.validateInstanceId( instanceId );
return this._instanceInfo[ instanceId ].visible;
}
setGeometryIdAt( instanceId, geometryId ) {
this.validateInstanceId( instanceId );
this.validateGeometryId( geometryId );
this._instanceInfo[ instanceId ].geometryIndex = geometryId;
return this;
}
getGeometryIdAt( instanceId ) {
this.validateInstanceId( instanceId );
return this._instanceInfo[ instanceId ].geometryIndex;
}
getGeometryRangeAt( geometryId, target = {} ) {
this.validateGeometryId( geometryId );
const geometryInfo = this._geometryInfo[ geometryId ];
target.vertexStart = geometryInfo.vertexStart;
target.vertexCount = geometryInfo.vertexCount;
target.reservedVertexCount = geometryInfo.reservedVertexCount;
target.indexStart = geometryInfo.indexStart;
target.indexCount = geometryInfo.indexCount;
target.reservedIndexCount = geometryInfo.reservedIndexCount;
target.start = geometryInfo.start;
target.count = geometryInfo.count;
return target;
}
setInstanceCount( maxInstanceCount ) {
// shrink the available instances as much as possible
const availableInstanceIds = this._availableInstanceIds;
const instanceInfo = this._instanceInfo;
availableInstanceIds.sort( ascIdSort );
while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
instanceInfo.pop();
availableInstanceIds.pop();
}
// throw an error if it can't be shrunk to the desired size
if ( maxInstanceCount < instanceInfo.length ) {
throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
}
// copy the multi draw counts
const multiDrawCounts = new Int32Array( maxInstanceCount );
const multiDrawStarts = new Int32Array( maxInstanceCount );
copyArrayContents( this._multiDrawCounts, multiDrawCounts );
copyArrayContents( this._multiDrawStarts, multiDrawStarts );
this._multiDrawCounts = multiDrawCounts;
this._multiDrawStarts = multiDrawStarts;
this._maxInstanceCount = maxInstanceCount;
// update texture data for instance sampling
const indirectTexture = this._indirectTexture;
const matricesTexture = this._matricesTexture;
const colorsTexture = this._colorsTexture;
indirectTexture.dispose();
this._initIndirectTexture();
copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
matricesTexture.dispose();
this._initMatricesTexture();
copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
if ( colorsTexture ) {
colorsTexture.dispose();
this._initColorsTexture();
copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
}
}
setGeometrySize( maxVertexCount, maxIndexCount ) {
// Check if we can shrink to the requested vertex attribute size
const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
if ( requiredVertexLength > maxVertexCount ) {
throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
}
// Check if we can shrink to the requested index attribute size
if ( this.geometry.index ) {
const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
if ( requiredIndexLength > maxIndexCount ) {
throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
}
}
//
// dispose of the previous geometry
const oldGeometry = this.geometry;
oldGeometry.dispose();
// recreate the geometry needed based on the previous variant
this._maxVertexCount = maxVertexCount;
this._maxIndexCount = maxIndexCount;
if ( this._geometryInitialized ) {
this._geometryInitialized = false;
this.geometry = new BufferGeometry();
this._initializeGeometry( oldGeometry );
}
// copy data from the previous geometry
const geometry = this.geometry;
if ( oldGeometry.index ) {
copyArrayContents( oldGeometry.index.array, geometry.index.array );
}
for ( const key in oldGeometry.attributes ) {
copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
}
}
raycast( raycaster, intersects ) {
const instanceInfo = this._instanceInfo;
const geometryInfoList = this._geometryInfo;
const matrixWorld = this.matrixWorld;
const batchGeometry = this.geometry;
// iterate over each geometry
_mesh.material = this.material;
_mesh.geometry.index = batchGeometry.index;
_mesh.geometry.attributes = batchGeometry.attributes;
if ( _mesh.geometry.boundingBox === null ) {
_mesh.geometry.boundingBox = new Box3();
}
if ( _mesh.geometry.boundingSphere === null ) {
_mesh.geometry.boundingSphere = new Sphere();
}
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
continue;
}
const geometryId = instanceInfo[ i ].geometryIndex;
const geometryInfo = geometryInfoList[ geometryId ];
_mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
// get the intersects
this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
_mesh.raycast( raycaster, _batchIntersects );
// add batch id to the intersects
for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
const intersect = _batchIntersects[ j ];
intersect.object = this;
intersect.batchId = i;
intersects.push( intersect );
}
_batchIntersects.length = 0;
}
_mesh.material = null;
_mesh.geometry.index = null;
_mesh.geometry.attributes = {};
_mesh.geometry.setDrawRange( 0, Infinity );
}
copy( source ) {
super.copy( source );
this.geometry = source.geometry.clone();
this.perObjectFrustumCulled = source.perObjectFrustumCulled;
this.sortObjects = source.sortObjects;
this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
this._geometryInfo = source._geometryInfo.map( info => ( {
...info,
boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
} ) );
this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
this._maxInstanceCount = source._maxInstanceCount;
this._maxVertexCount = source._maxVertexCount;
this._maxIndexCount = source._maxIndexCount;
this._geometryInitialized = source._geometryInitialized;
this._geometryCount = source._geometryCount;
this._multiDrawCounts = source._multiDrawCounts.slice();
this._multiDrawStarts = source._multiDrawStarts.slice();
this._matricesTexture = source._matricesTexture.clone();
this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
if ( this._colorsTexture !== null ) {
this._colorsTexture = source._colorsTexture.clone();
this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
}
return this;
}
dispose() {
// Assuming the geometry is not shared with other meshes
this.geometry.dispose();
this._matricesTexture.dispose();
this._matricesTexture = null;
this._indirectTexture.dispose();
this._indirectTexture = null;
if ( this._colorsTexture !== null ) {
this._colorsTexture.dispose();
this._colorsTexture = null;
}
return this;
}
onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
// if visibility has not changed and frustum culling and object sorting is not required
// then skip iterating over all items
if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
return;
}
// the indexed version of the multi draw function requires specifying the start
// offset in bytes.
const index = geometry.getIndex();
const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
const instanceInfo = this._instanceInfo;
const multiDrawStarts = this._multiDrawStarts;
const multiDrawCounts = this._multiDrawCounts;
const geometryInfoList = this._geometryInfo;
const perObjectFrustumCulled = this.perObjectFrustumCulled;
const indirectTexture = this._indirectTexture;
const indirectArray = indirectTexture.image.data;
// prepare the frustum in the local frame
if ( perObjectFrustumCulled ) {
_matrix$1
.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
.multiply( this.matrixWorld );
_frustum.setFromProjectionMatrix(
_matrix$1,
renderer.coordinateSystem
);
}
let multiDrawCount = 0;
if ( this.sortObjects ) {
// get the camera position in the local frame
_matrix$1.copy( this.matrixWorld ).invert();
_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
_forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
const geometryId = instanceInfo[ i ].geometryIndex;
// get the bounds in world space
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
// determine whether the batched geometry is within the frustum
let culled = false;
if ( perObjectFrustumCulled ) {
culled = ! _frustum.intersectsSphere( _sphere$2 );
}
if ( ! culled ) {
// get the distance from camera used for sorting
const geometryInfo = geometryInfoList[ geometryId ];
const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
_renderList.push( geometryInfo.start, geometryInfo.count, z, i );
}
}
}
// Sort the draw ranges and prep for rendering
const list = _renderList.list;
const customSort = this.customSort;
if ( customSort === null ) {
list.sort( material.transparent ? sortTransparent : sortOpaque );
} else {
customSort.call( this, list, camera );
}
for ( let i = 0, l = list.length; i < l; i ++ ) {
const item = list[ i ];
multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
multiDrawCounts[ multiDrawCount ] = item.count;
indirectArray[ multiDrawCount ] = item.index;
multiDrawCount ++;
}
_renderList.reset();
} else {
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
const geometryId = instanceInfo[ i ].geometryIndex;
// determine whether the batched geometry is within the frustum
let culled = false;
if ( perObjectFrustumCulled ) {
// get the bounds in world space
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
culled = ! _frustum.intersectsSphere( _sphere$2 );
}
if ( ! culled ) {
const geometryInfo = geometryInfoList[ geometryId ];
multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
indirectArray[ multiDrawCount ] = i;
multiDrawCount ++;
}
}
}
}
indirectTexture.needsUpdate = true;
this._multiDrawCount = multiDrawCount;
this._visibilityChanged = false;
}
onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
}
}
class LineBasicMaterial extends Material {
constructor( parameters ) {
super();
this.isLineBasicMaterial = true;
this.type = 'LineBasicMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.linewidth = 1;
this.linecap = 'round';
this.linejoin = 'round';
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.linewidth = source.linewidth;
this.linecap = source.linecap;
this.linejoin = source.linejoin;
this.fog = source.fog;
return this;
}
}
const _vStart = /*@__PURE__*/ new Vector3();
const _vEnd = /*@__PURE__*/ new Vector3();
const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
const _ray$1 = /*@__PURE__*/ new Ray();
const _sphere$1 = /*@__PURE__*/ new Sphere();
const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
class Line extends Object3D {
constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
super();
this.isLine = true;
this.type = 'Line';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
computeLineDistances() {
const geometry = this.geometry;
// we assume non-indexed geometry
if ( geometry.index === null ) {
const positionAttribute = geometry.attributes.position;
const lineDistances = [ 0 ];
for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
_vStart.fromBufferAttribute( positionAttribute, i - 1 );
_vEnd.fromBufferAttribute( positionAttribute, i );
lineDistances[ i ] = lineDistances[ i - 1 ];
lineDistances[ i ] += _vStart.distanceTo( _vEnd );
}
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
return this;
}
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Line.threshold;
const drawRange = geometry.drawRange;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$1.copy( geometry.boundingSphere );
_sphere$1.applyMatrix4( matrixWorld );
_sphere$1.radius += threshold;
if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
//
_inverseMatrix$1.copy( matrixWorld ).invert();
_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
const localThresholdSq = localThreshold * localThreshold;
const step = this.isLineSegments ? 2 : 1;
const index = geometry.index;
const attributes = geometry.attributes;
const positionAttribute = attributes.position;
if ( index !== null ) {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end - 1; i < l; i += step ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
if ( intersect ) {
intersects.push( intersect );
}
}
if ( this.isLineLoop ) {
const a = index.getX( end - 1 );
const b = index.getX( start );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );
if ( intersect ) {
intersects.push( intersect );
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end - 1; i < l; i += step ) {
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );
if ( intersect ) {
intersects.push( intersect );
}
}
if ( this.isLineLoop ) {
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );
if ( intersect ) {
intersects.push( intersect );
}
}
}
}
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
}
function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {
const positionAttribute = object.geometry.attributes.position;
_vStart.fromBufferAttribute( positionAttribute, a );
_vEnd.fromBufferAttribute( positionAttribute, b );
const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
if ( distSq > thresholdSq ) return;
_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
if ( distance < raycaster.near || distance > raycaster.far ) return;
return {
distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
index: a,
face: null,
faceIndex: null,
barycoord: null,
object: object
};
}
const _start = /*@__PURE__*/ new Vector3();
const _end = /*@__PURE__*/ new Vector3();
class LineSegments extends Line {
constructor( geometry, material ) {
super( geometry, material );
this.isLineSegments = true;
this.type = 'LineSegments';
}
computeLineDistances() {
const geometry = this.geometry;
// we assume non-indexed geometry
if ( geometry.index === null ) {
const positionAttribute = geometry.attributes.position;
const lineDistances = [];
for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
_start.fromBufferAttribute( positionAttribute, i );
_end.fromBufferAttribute( positionAttribute, i + 1 );
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
}
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
return this;
}
}
class LineLoop extends Line {
constructor( geometry, material ) {
super( geometry, material );
this.isLineLoop = true;
this.type = 'LineLoop';
}
}
class PointsMaterial extends Material {
constructor( parameters ) {
super();
this.isPointsMaterial = true;
this.type = 'PointsMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.alphaMap = null;
this.size = 1;
this.sizeAttenuation = true;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.size = source.size;
this.sizeAttenuation = source.sizeAttenuation;
this.fog = source.fog;
return this;
}
}
const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
const _position$2 = /*@__PURE__*/ new Vector3();
class Points extends Object3D {
constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
super();
this.isPoints = true;
this.type = 'Points';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Points.threshold;
const drawRange = geometry.drawRange;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere.copy( geometry.boundingSphere );
_sphere.applyMatrix4( matrixWorld );
_sphere.radius += threshold;
if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
//
_inverseMatrix.copy( matrixWorld ).invert();
_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
const localThresholdSq = localThreshold * localThreshold;
const index = geometry.index;
const attributes = geometry.attributes;
const positionAttribute = attributes.position;
if ( index !== null ) {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i ++ ) {
const a = index.getX( i );
_position$2.fromBufferAttribute( positionAttribute, a );
testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end; i < l; i ++ ) {
_position$2.fromBufferAttribute( positionAttribute, i );
testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
}
}
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
}
function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
const rayPointDistanceSq = _ray.distanceSqToPoint( point );
if ( rayPointDistanceSq < localThresholdSq ) {
const intersectPoint = new Vector3();
_ray.closestPointToPoint( point, intersectPoint );
intersectPoint.applyMatrix4( matrixWorld );
const distance = raycaster.ray.origin.distanceTo( intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance,
distanceToRay: Math.sqrt( rayPointDistanceSq ),
point: intersectPoint,
index: index,
face: null,
faceIndex: null,
barycoord: null,
object: object
} );
}
}
class Group extends Object3D {
constructor() {
super();
this.isGroup = true;
this.type = 'Group';
}
}
class VideoTexture extends Texture {
constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.isVideoTexture = true;
this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
this.generateMipmaps = false;
const scope = this;
function updateVideo() {
scope.needsUpdate = true;
video.requestVideoFrameCallback( updateVideo );
}
if ( 'requestVideoFrameCallback' in video ) {
video.requestVideoFrameCallback( updateVideo );
}
}
clone() {
return new this.constructor( this.image ).copy( this );
}
update() {
const video = this.image;
const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
this.needsUpdate = true;
}
}
}
class FramebufferTexture extends Texture {
constructor( width, height ) {
super( { width, height } );
this.isFramebufferTexture = true;
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.generateMipmaps = false;
this.needsUpdate = true;
}
}
class CompressedTexture extends Texture {
constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
this.isCompressedTexture = true;
this.image = { width: width, height: height };
this.mipmaps = mipmaps;
// no flipping for cube textures
// (also flipping doesn't work for compressed textures )
this.flipY = false;
// can't generate mipmaps for compressed textures
// mips must be embedded in DDS files
this.generateMipmaps = false;
}
}
class CompressedArrayTexture extends CompressedTexture {
constructor( mipmaps, width, height, depth, format, type ) {
super( mipmaps, width, height, format, type );
this.isCompressedArrayTexture = true;
this.image.depth = depth;
this.wrapR = ClampToEdgeWrapping;
this.layerUpdates = new Set();
}
addLayerUpdate( layerIndex ) {
this.layerUpdates.add( layerIndex );
}
clearLayerUpdates() {
this.layerUpdates.clear();
}
}
class CompressedCubeTexture extends CompressedTexture {
constructor( images, format, type ) {
super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
this.isCompressedCubeTexture = true;
this.isCubeTexture = true;
this.image = images;
}
}
class CanvasTexture extends Texture {
constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.isCanvasTexture = true;
this.needsUpdate = true;
}
}
class DepthTexture extends Texture {
constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.isDepthTexture = true;
this.image = { width: width, height: height };
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.flipY = false;
this.generateMipmaps = false;
this.compareFunction = null;
}
copy( source ) {
super.copy( source );
this.compareFunction = source.compareFunction;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
return data;
}
}
/**
* Extensible curve object.
*
* Some common of curve methods:
* .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
* .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
* .getPoints(), .getSpacedPoints()
* .getLength()
* .updateArcLengths()
*
* This following curves inherit from THREE.Curve:
*
* -- 2D curves --
* THREE.ArcCurve
* THREE.CubicBezierCurve
* THREE.EllipseCurve
* THREE.LineCurve
* THREE.QuadraticBezierCurve
* THREE.SplineCurve
*
* -- 3D curves --
* THREE.CatmullRomCurve3
* THREE.CubicBezierCurve3
* THREE.LineCurve3
* THREE.QuadraticBezierCurve3
*
* A series of curves can be represented as a THREE.CurvePath.
*
**/
class Curve {
constructor() {
this.type = 'Curve';
this.arcLengthDivisions = 200;
}
// Virtual base class method to overwrite and implement in subclasses
// - t [0 .. 1]
getPoint( /* t, optionalTarget */ ) {
console.warn( 'THREE.Curve: .getPoint() not implemented.' );
return null;
}
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
getPointAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getPoint( t, optionalTarget );
}
// Get sequence of points using getPoint( t )
getPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPoint( d / divisions ) );
}
return points;
}
// Get sequence of points using getPointAt( u )
getSpacedPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPointAt( d / divisions ) );
}
return points;
}
// Get total curve arc length
getLength() {
const lengths = this.getLengths();
return lengths[ lengths.length - 1 ];
}
// Get list of cumulative segment lengths
getLengths( divisions = this.arcLengthDivisions ) {
if ( this.cacheArcLengths &&
( this.cacheArcLengths.length === divisions + 1 ) &&
! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current, last = this.getPoint( 0 );
let sum = 0;
cache.push( 0 );
for ( let p = 1; p <= divisions; p ++ ) {
current = this.getPoint( p / divisions );
sum += current.distanceTo( last );
cache.push( sum );
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
}
updateArcLengths() {
this.needsUpdate = true;
this.getLengths();
}
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
getUtoTmapping( u, distance ) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let targetArcLength; // The targeted u distance value to get
if ( distance ) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[ il - 1 ];
}
// binary search for the index with largest value smaller than target u distance
let low = 0, high = il - 1, comparison;
while ( low <= high ) {
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
comparison = arcLengths[ i ] - targetArcLength;
if ( comparison < 0 ) {
low = i + 1;
} else if ( comparison > 0 ) {
high = i - 1;
} else {
high = i;
break;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[ i ];
const lengthAfter = arcLengths[ i + 1 ];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
const t = ( i + segmentFraction ) / ( il - 1 );
return t;
}
// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
getTangent( t, optionalTarget ) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
const pt1 = this.getPoint( t1 );
const pt2 = this.getPoint( t2 );
const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
tangent.copy( pt2 ).sub( pt1 ).normalize();
return tangent;
}
getTangentAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getTangent( t, optionalTarget );
}
computeFrenetFrames( segments, closed ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for ( let i = 0; i <= segments; i ++ ) {
const u = i / segments;
tangents[ i ] = this.getTangentAt( u, new Vector3() );
}
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the minimum tangent xyz component
normals[ 0 ] = new Vector3();
binormals[ 0 ] = new Vector3();
let min = Number.MAX_VALUE;
const tx = Math.abs( tangents[ 0 ].x );
const ty = Math.abs( tangents[ 0 ].y );
const tz = Math.abs( tangents[ 0 ].z );
if ( tx <= min ) {
min = tx;
normal.set( 1, 0, 0 );
}
if ( ty <= min ) {
min = ty;
normal.set( 0, 1, 0 );
}
if ( tz <= min ) {
normal.set( 0, 0, 1 );
}
vec.crossVectors( tangents[ 0 ], normal ).normalize();
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
// compute the slowly-varying normal and binormal vectors for each segment on the curve
for ( let i = 1; i <= segments; i ++ ) {
normals[ i ] = normals[ i - 1 ].clone();
binormals[ i ] = binormals[ i - 1 ].clone();
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
if ( vec.length() > Number.EPSILON ) {
vec.normalize();
const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
}
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
if ( closed === true ) {
let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
theta /= segments;
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
theta = - theta;
}
for ( let i = 1; i <= segments; i ++ ) {
// twist a little...
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
}
toJSON() {
const data = {
metadata: {
version: 4.6,
type: 'Curve',
generator: 'Curve.toJSON'
}
};
data.arcLengthDivisions = this.arcLengthDivisions;
data.type = this.type;
return data;
}
fromJSON( json ) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
}
class EllipseCurve extends Curve {
constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
super();
this.isEllipseCurve = true;
this.type = 'EllipseCurve';
this.aX = aX;
this.aY = aY;
this.xRadius = xRadius;
this.yRadius = yRadius;
this.aStartAngle = aStartAngle;
this.aEndAngle = aEndAngle;
this.aClockwise = aClockwise;
this.aRotation = aRotation;
}
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const twoPi = Math.PI * 2;
let deltaAngle = this.aEndAngle - this.aStartAngle;
const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
// ensures that deltaAngle is 0 .. 2 PI
while ( deltaAngle < 0 ) deltaAngle += twoPi;
while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
if ( deltaAngle < Number.EPSILON ) {
if ( samePoints ) {
deltaAngle = 0;
} else {
deltaAngle = twoPi;
}
}
if ( this.aClockwise === true && ! samePoints ) {
if ( deltaAngle === twoPi ) {
deltaAngle = - twoPi;
} else {
deltaAngle = deltaAngle - twoPi;
}
}
const angle = this.aStartAngle + t * deltaAngle;
let x = this.aX + this.xRadius * Math.cos( angle );
let y = this.aY + this.yRadius * Math.sin( angle );
if ( this.aRotation !== 0 ) {
const cos = Math.cos( this.aRotation );
const sin = Math.sin( this.aRotation );
const tx = x - this.aX;
const ty = y - this.aY;
// Rotate the point about the center of the ellipse.
x = tx * cos - ty * sin + this.aX;
y = tx * sin + ty * cos + this.aY;
}
return point.set( x, y );
}
copy( source ) {
super.copy( source );
this.aX = source.aX;
this.aY = source.aY;
this.xRadius = source.xRadius;
this.yRadius = source.yRadius;
this.aStartAngle = source.aStartAngle;
this.aEndAngle = source.aEndAngle;
this.aClockwise = source.aClockwise;
this.aRotation = source.aRotation;
return this;
}
toJSON() {
const data = super.toJSON();
data.aX = this.aX;
data.aY = this.aY;
data.xRadius = this.xRadius;
data.yRadius = this.yRadius;
data.aStartAngle = this.aStartAngle;
data.aEndAngle = this.aEndAngle;
data.aClockwise = this.aClockwise;
data.aRotation = this.aRotation;
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.aX = json.aX;
this.aY = json.aY;
this.xRadius = json.xRadius;
this.yRadius = json.yRadius;
this.aStartAngle = json.aStartAngle;
this.aEndAngle = json.aEndAngle;
this.aClockwise = json.aClockwise;
this.aRotation = json.aRotation;
return this;
}
}
class ArcCurve extends EllipseCurve {
constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
this.isArcCurve = true;
this.type = 'ArcCurve';
}
}
/**
* Centripetal CatmullRom Curve - which is useful for avoiding
* cusps and self-intersections in non-uniform catmull rom curves.
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
*
* curve.type accepts centripetal(default), chordal and catmullrom
* curve.tension is used for catmullrom which defaults to 0.5
*/
/*
Based on an optimized c++ solution in
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- http://ideone.com/NoEbVM
This CubicPoly class could be used for reusing some variables and calculations,
but for three.js curve use, it could be possible inlined and flatten into a single function call
which can be placed in CurveUtils.
*/
function CubicPoly() {
let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
/*
* Compute coefficients for a cubic polynomial
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3
* such that
* p(0) = x0, p(1) = x1
* and
* p'(0) = t0, p'(1) = t1.
*/
function init( x0, x1, t0, t1 ) {
c0 = x0;
c1 = t0;
c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
c3 = 2 * x0 - 2 * x1 + t0 + t1;
}
return {
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
},
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
// compute tangents when parameterized in [t1,t2]
let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
// rescale tangents for parametrization in [0,1]
t1 *= dt1;
t2 *= dt1;
init( x1, x2, t1, t2 );
},
calc: function ( t ) {
const t2 = t * t;
const t3 = t2 * t;
return c0 + c1 * t + c2 * t2 + c3 * t3;
}
};
}
//
const tmp = /*@__PURE__*/ new Vector3();
const px = /*@__PURE__*/ new CubicPoly();
const py = /*@__PURE__*/ new CubicPoly();
const pz = /*@__PURE__*/ new CubicPoly();
class CatmullRomCurve3 extends Curve {
constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
super();
this.isCatmullRomCurve3 = true;
this.type = 'CatmullRomCurve3';
this.points = points;
this.closed = closed;
this.curveType = curveType;
this.tension = tension;
}
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const points = this.points;
const l = points.length;
const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
let intPoint = Math.floor( p );
let weight = p - intPoint;
if ( this.closed ) {
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
} else if ( weight === 0 && intPoint === l - 1 ) {
intPoint = l - 2;
weight = 1;
}
let p0, p3; // 4 points (p1 & p2 defined below)
if ( this.closed || intPoint > 0 ) {
p0 = points[ ( intPoint - 1 ) % l ];
} else {
// extrapolate first point
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
p0 = tmp;
}
const p1 = points[ intPoint % l ];
const p2 = points[ ( intPoint + 1 ) % l ];
if ( this.closed || intPoint + 2 < l ) {
p3 = points[ ( intPoint + 2 ) % l ];
} else {
// extrapolate last point
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
p3 = tmp;
}
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
// init Centripetal / Chordal Catmull-Rom
const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
// safety check for repeated points
if ( dt1 < 1e-4 ) dt1 = 1.0;
if ( dt0 < 1e-4 ) dt0 = dt1;
if ( dt2 < 1e-4 ) dt2 = dt1;
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
} else if ( this.curveType === 'catmullrom' ) {
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
}
point.set(
px.calc( weight ),
py.calc( weight ),
pz.calc( weight )
);
return point;
}
copy( source ) {
super.copy( source );
this.points = [];
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
const point = source.points[ i ];
this.points.push( point.clone() );
}
this.closed = source.closed;
this.curveType = source.curveType;
this.tension = source.tension;
return this;
}
toJSON() {
const data = super.toJSON();
data.points = [];
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
const point = this.points[ i ];
data.points.push( point.toArray() );
}
data.closed = this.closed;
data.curveType = this.curveType;
data.tension = this.tension;
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.points = [];
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
const point = json.points[ i ];
this.points.push( new Vector3().fromArray( point ) );
}
this.closed = json.closed;
this.curveType = json.curveType;
this.tension = json.tension;
return this;
}
}
/**
* Bezier Curves formulas obtained from
* https://en.wikipedia.org/wiki/B%C3%A9zier_curve
*/
function CatmullRom( t, p0, p1, p2, p3 ) {
const v0 = ( p2 - p0 ) * 0.5;
const v1 = ( p3 - p1 ) * 0.5;
const t2 = t * t;
const t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
//
function QuadraticBezierP0( t, p ) {
const k = 1 - t;
return k * k * p;
}
function QuadraticBezierP1( t, p ) {
return 2 * ( 1 - t ) * t * p;
}
function QuadraticBezierP2( t, p ) {
return t * t * p;
}
function QuadraticBezier( t, p0, p1, p2 ) {
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
QuadraticBezierP2( t, p2 );
}
//
function CubicBezierP0( t, p ) {
const k = 1 - t;
return k * k * k * p;
}
function CubicBezierP1( t, p ) {
const k = 1 - t;
return 3 * k * k * t * p;
}
function CubicBezierP2( t, p ) {
return 3 * ( 1 - t ) * t * t * p;
}
function CubicBezierP3( t, p ) {
return t * t * t * p;
}
function CubicBezier( t, p0, p1, p2, p3 ) {
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
CubicBezierP3( t, p3 );
}
class CubicBezierCurve extends Curve {
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
super();
this.isCubicBezierCurve = true;
this.type = 'CubicBezierCurve';
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
}
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set(
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
this.v3.copy( source.v3 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
this.v3.fromArray( json.v3 );
return this;
}
}
class CubicBezierCurve3 extends Curve {
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
super();
this.isCubicBezierCurve3 = true;
this.type = 'CubicBezierCurve3';
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.v3 = v3;
}
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set(
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
this.v3.copy( source.v3 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
this.v3.fromArray( json.v3 );
return this;
}
}
class LineCurve extends Curve {
constructor( v1 = new Vector2(), v2 = new Vector2() ) {
super();
this.isLineCurve = true;
this.type = 'LineCurve';
this.v1 = v1;
this.v2 = v2;
}
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 );
point.multiplyScalar( t ).add( this.v1 );
}
return point;
}
// Line curve is linear, so we can overwrite default getPointAt
getPointAt( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
}
getTangent( t, optionalTarget = new Vector2() ) {
return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
}
getTangentAt( u, optionalTarget ) {
return this.getTangent( u, optionalTarget );
}
copy( source ) {
super.copy( source );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
class LineCurve3 extends Curve {
constructor( v1 = new Vector3(), v2 = new Vector3() ) {
super();
this.isLineCurve3 = true;
this.type = 'LineCurve3';
this.v1 = v1;
this.v2 = v2;
}
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 );
point.multiplyScalar( t ).add( this.v1 );
}
return point;
}
// Line curve is linear, so we can overwrite default getPointAt
getPointAt( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
}
getTangent( t, optionalTarget = new Vector3() ) {
return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
}
getTangentAt( u, optionalTarget ) {
return this.getTangent( u, optionalTarget );
}
copy( source ) {
super.copy( source );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
class QuadraticBezierCurve extends Curve {
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
super();
this.isQuadraticBezierCurve = true;
this.type = 'QuadraticBezierCurve';
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
}
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set(
QuadraticBezier( t, v0.x, v1.x, v2.x ),
QuadraticBezier( t, v0.y, v1.y, v2.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
class QuadraticBezierCurve3 extends Curve {
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
super();
this.isQuadraticBezierCurve3 = true;
this.type = 'QuadraticBezierCurve3';
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
}
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set(
QuadraticBezier( t, v0.x, v1.x, v2.x ),
QuadraticBezier( t, v0.y, v1.y, v2.y ),
QuadraticBezier( t, v0.z, v1.z, v2.z )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
class SplineCurve extends Curve {
constructor( points = [] ) {
super();
this.isSplineCurve = true;
this.type = 'SplineCurve';
this.points = points;
}
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const points = this.points;
const p = ( points.length - 1 ) * t;
const intPoint = Math.floor( p );
const weight = p - intPoint;
const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
const p1 = points[ intPoint ];
const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
point.set(
CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.points = [];
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
const point = source.points[ i ];
this.points.push( point.clone() );
}
return this;
}
toJSON() {
const data = super.toJSON();
data.points = [];
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
const point = this.points[ i ];
data.points.push( point.toArray() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.points = [];
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
const point = json.points[ i ];
this.points.push( new Vector2().fromArray( point ) );
}
return this;
}
}
var Curves = /*#__PURE__*/Object.freeze({
__proto__: null,
ArcCurve: ArcCurve,
CatmullRomCurve3: CatmullRomCurve3,
CubicBezierCurve: CubicBezierCurve,
CubicBezierCurve3: CubicBezierCurve3,
EllipseCurve: EllipseCurve,
LineCurve: LineCurve,
LineCurve3: LineCurve3,
QuadraticBezierCurve: QuadraticBezierCurve,
QuadraticBezierCurve3: QuadraticBezierCurve3,
SplineCurve: SplineCurve
});
/**************************************************************
* Curved Path - a curve path is simply a array of connected
* curves, but retains the api of a curve
**************************************************************/
class CurvePath extends Curve {
constructor() {
super();
this.type = 'CurvePath';
this.curves = [];
this.autoClose = false; // Automatically closes the path
}
add( curve ) {
this.curves.push( curve );
}
closePath() {
// Add a line curve if start and end of lines are not connected
const startPoint = this.curves[ 0 ].getPoint( 0 );
const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
if ( ! startPoint.equals( endPoint ) ) {
const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
}
return this;
}
// To get accurate point with reference to
// entire path distance at time t,
// following has to be done:
// 1. Length of each sub path have to be known
// 2. Locate and identify type of curve
// 3. Get t for the curve
// 4. Return curve.getPointAt(t')
getPoint( t, optionalTarget ) {
const d = t * this.getLength();
const curveLengths = this.getCurveLengths();
let i = 0;
// To think about boundaries points.
while ( i < curveLengths.length ) {
if ( curveLengths[ i ] >= d ) {
const diff = curveLengths[ i ] - d;
const curve = this.curves[ i ];
const segmentLength = curve.getLength();
const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
return curve.getPointAt( u, optionalTarget );
}
i ++;
}
return null;
// loop where sum != 0, sum > d , sum+1 <d
}
// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength
getLength() {
const lens = this.getCurveLengths();
return lens[ lens.length - 1 ];
}
// cacheLengths must be recalculated.
updateArcLengths() {
this.needsUpdate = true;
this.cacheLengths = null;
this.getCurveLengths();
}
// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.
getCurveLengths() {
// We use cache values if curves and cache array are same length
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
return this.cacheLengths;
}
// Get length of sub-curve
// Push sums into cached array
const lengths = [];
let sums = 0;
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
sums += this.curves[ i ].getLength();
lengths.push( sums );
}
this.cacheLengths = lengths;
return lengths;
}
getSpacedPoints( divisions = 40 ) {
const points = [];
for ( let i = 0; i <= divisions; i ++ ) {
points.push( this.getPoint( i / divisions ) );
}
if ( this.autoClose ) {
points.push( points[ 0 ] );
}
return points;
}
getPoints( divisions = 12 ) {
const points = [];
let last;
for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
const curve = curves[ i ];
const resolution = curve.isEllipseCurve ? divisions * 2
: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
: curve.isSplineCurve ? divisions * curve.points.length
: divisions;
const pts = curve.getPoints( resolution );
for ( let j = 0; j < pts.length; j ++ ) {
const point = pts[ j ];
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
points.push( point );
last = point;
}
}
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
points.push( points[ 0 ] );
}
return points;
}
copy( source ) {
super.copy( source );
this.curves = [];
for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
const curve = source.curves[ i ];
this.curves.push( curve.clone() );
}
this.autoClose = source.autoClose;
return this;
}
toJSON() {
const data = super.toJSON();
data.autoClose = this.autoClose;
data.curves = [];
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
const curve = this.curves[ i ];
data.curves.push( curve.toJSON() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.autoClose = json.autoClose;
this.curves = [];
for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
const curve = json.curves[ i ];
this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
}
return this;
}
}
class Path extends CurvePath {
constructor( points ) {
super();
this.type = 'Path';
this.currentPoint = new Vector2();
if ( points ) {
this.setFromPoints( points );
}
}
setFromPoints( points ) {
this.moveTo( points[ 0 ].x, points[ 0 ].y );
for ( let i = 1, l = points.length; i < l; i ++ ) {
this.lineTo( points[ i ].x, points[ i ].y );
}
return this;
}
moveTo( x, y ) {
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
return this;
}
lineTo( x, y ) {
const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
this.curves.push( curve );
this.currentPoint.set( x, y );
return this;
}
quadraticCurveTo( aCPx, aCPy, aX, aY ) {
const curve = new QuadraticBezierCurve(
this.currentPoint.clone(),
new Vector2( aCPx, aCPy ),
new Vector2( aX, aY )
);
this.curves.push( curve );
this.currentPoint.set( aX, aY );
return this;
}
bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
const curve = new CubicBezierCurve(
this.currentPoint.clone(),
new Vector2( aCP1x, aCP1y ),
new Vector2( aCP2x, aCP2y ),
new Vector2( aX, aY )
);
this.curves.push( curve );
this.currentPoint.set( aX, aY );
return this;
}
splineThru( pts /*Array of Vector*/ ) {
const npts = [ this.currentPoint.clone() ].concat( pts );
const curve = new SplineCurve( npts );
this.curves.push( curve );
this.currentPoint.copy( pts[ pts.length - 1 ] );
return this;
}
arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
const x0 = this.currentPoint.x;
const y0 = this.currentPoint.y;
this.absarc( aX + x0, aY + y0, aRadius,
aStartAngle, aEndAngle, aClockwise );
return this;
}
absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
return this;
}
ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
const x0 = this.currentPoint.x;
const y0 = this.currentPoint.y;
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
return this;
}
absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
if ( this.curves.length > 0 ) {
// if a previous curve is present, attempt to join
const firstPoint = curve.getPoint( 0 );
if ( ! firstPoint.equals( this.currentPoint ) ) {
this.lineTo( firstPoint.x, firstPoint.y );
}
}
this.curves.push( curve );
const lastPoint = curve.getPoint( 1 );
this.currentPoint.copy( lastPoint );
return this;
}
copy( source ) {
super.copy( source );
this.currentPoint.copy( source.currentPoint );
return this;
}
toJSON() {
const data = super.toJSON();
data.currentPoint = this.currentPoint.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.currentPoint.fromArray( json.currentPoint );
return this;
}
}
class LatheGeometry extends BufferGeometry {
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 ) {
super();
this.type = 'LatheGeometry';
this.parameters = {
points: points,
segments: segments,
phiStart: phiStart,
phiLength: phiLength
};
segments = Math.floor( segments );
// clamp phiLength so it's in range of [ 0, 2PI ]
phiLength = clamp( phiLength, 0, Math.PI * 2 );
// buffers
const indices = [];
const vertices = [];
const uvs = [];
const initNormals = [];
const normals = [];
// helper variables
const inverseSegments = 1.0 / segments;
const vertex = new Vector3();
const uv = new Vector2();
const normal = new Vector3();
const curNormal = new Vector3();
const prevNormal = new Vector3();
let dx = 0;
let dy = 0;
// pre-compute normals for initial "meridian"
for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
switch ( j ) {
case 0: // special handling for 1st vertex on path
dx = points[ j + 1 ].x - points[ j ].x;
dy = points[ j + 1 ].y - points[ j ].y;
normal.x = dy * 1.0;
normal.y = - dx;
normal.z = dy * 0.0;
prevNormal.copy( normal );
normal.normalize();
initNormals.push( normal.x, normal.y, normal.z );
break;
case ( points.length - 1 ): // special handling for last Vertex on path
initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
break;
default: // default handling for all vertices in between
dx = points[ j + 1 ].x - points[ j ].x;
dy = points[ j + 1 ].y - points[ j ].y;
normal.x = dy * 1.0;
normal.y = - dx;
normal.z = dy * 0.0;
curNormal.copy( normal );
normal.x += prevNormal.x;
normal.y += prevNormal.y;
normal.z += prevNormal.z;
normal.normalize();
initNormals.push( normal.x, normal.y, normal.z );
prevNormal.copy( curNormal );
}
}
// generate vertices, uvs and normals
for ( let i = 0; i <= segments; i ++ ) {
const phi = phiStart + i * inverseSegments * phiLength;
const sin = Math.sin( phi );
const cos = Math.cos( phi );
for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
// vertex
vertex.x = points[ j ].x * sin;
vertex.y = points[ j ].y;
vertex.z = points[ j ].x * cos;
vertices.push( vertex.x, vertex.y, vertex.z );
// uv
uv.x = i / segments;
uv.y = j / ( points.length - 1 );
uvs.push( uv.x, uv.y );
// normal
const x = initNormals[ 3 * j + 0 ] * sin;
const y = initNormals[ 3 * j + 1 ];
const z = initNormals[ 3 * j + 0 ] * cos;
normals.push( x, y, z );
}
}
// indices
for ( let i = 0; i < segments; i ++ ) {
for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
const base = j + i * points.length;
const a = base;
const b = base + points.length;
const c = base + points.length + 1;
const d = base + 1;
// faces
indices.push( a, b, d );
indices.push( c, d, b );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
}
}
class CapsuleGeometry extends LatheGeometry {
constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {
const path = new Path();
path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );
path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );
super( path.getPoints( capSegments ), radialSegments );
this.type = 'CapsuleGeometry';
this.parameters = {
radius: radius,
length: length,
capSegments: capSegments,
radialSegments: radialSegments,
};
}
static fromJSON( data ) {
return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );
}
}
class CircleGeometry extends BufferGeometry {
constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'CircleGeometry';
this.parameters = {
radius: radius,
segments: segments,
thetaStart: thetaStart,
thetaLength: thetaLength
};
segments = Math.max( 3, segments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const vertex = new Vector3();
const uv = new Vector2();
// center point
vertices.push( 0, 0, 0 );
normals.push( 0, 0, 1 );
uvs.push( 0.5, 0.5 );
for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
const segment = thetaStart + s / segments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment );
vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uvs
uv.x = ( vertices[ i ] / radius + 1 ) / 2;
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// indices
for ( let i = 1; i <= segments; i ++ ) {
indices.push( i, i + 1, 0 );
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
}
}
class CylinderGeometry extends BufferGeometry {
constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'CylinderGeometry';
this.parameters = {
radiusTop: radiusTop,
radiusBottom: radiusBottom,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength
};
const scope = this;
radialSegments = Math.floor( radialSegments );
heightSegments = Math.floor( heightSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let index = 0;
const indexArray = [];
const halfHeight = height / 2;
let groupStart = 0;
// generate geometry
generateTorso();
if ( openEnded === false ) {
if ( radiusTop > 0 ) generateCap( true );
if ( radiusBottom > 0 ) generateCap( false );
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function generateTorso() {
const normal = new Vector3();
const vertex = new Vector3();
let groupCount = 0;
// this will be used to calculate the normal
const slope = ( radiusBottom - radiusTop ) / height;
// generate vertices, normals and uvs
for ( let y = 0; y <= heightSegments; y ++ ) {
const indexRow = [];
const v = y / heightSegments;
// calculate the radius of the current row
const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
for ( let x = 0; x <= radialSegments; x ++ ) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const sinTheta = Math.sin( theta );
const cosTheta = Math.cos( theta );
// vertex
vertex.x = radius * sinTheta;
vertex.y = - v * height + halfHeight;
vertex.z = radius * cosTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set( sinTheta, slope, cosTheta ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u, 1 - v );
// save index of vertex in respective row
indexRow.push( index ++ );
}
// now save vertices of the row in our index array
indexArray.push( indexRow );
}
// generate indices
for ( let x = 0; x < radialSegments; x ++ ) {
for ( let y = 0; y < heightSegments; y ++ ) {
// we use the index array to access the correct indices
const a = indexArray[ y ][ x ];
const b = indexArray[ y + 1 ][ x ];
const c = indexArray[ y + 1 ][ x + 1 ];
const d = indexArray[ y ][ x + 1 ];
// faces
if ( radiusTop > 0 || y !== 0 ) {
indices.push( a, b, d );
groupCount += 3;
}
if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
indices.push( b, c, d );
groupCount += 3;
}
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, 0 );
// calculate new start value for groups
groupStart += groupCount;
}
function generateCap( top ) {
// save the index of the first center vertex
const centerIndexStart = index;
const uv = new Vector2();
const vertex = new Vector3();
let groupCount = 0;
const radius = ( top === true ) ? radiusTop : radiusBottom;
const sign = ( top === true ) ? 1 : - 1;
// first we generate the center vertex data of the cap.
// because the geometry needs one set of uvs per face,
// we must generate a center vertex per face/segment
for ( let x = 1; x <= radialSegments; x ++ ) {
// vertex
vertices.push( 0, halfHeight * sign, 0 );
// normal
normals.push( 0, sign, 0 );
// uv
uvs.push( 0.5, 0.5 );
// increase index
index ++;
}
// save the index of the last center vertex
const centerIndexEnd = index;
// now we generate the surrounding vertices, normals and uvs
for ( let x = 0; x <= radialSegments; x ++ ) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const cosTheta = Math.cos( theta );
const sinTheta = Math.sin( theta );
// vertex
vertex.x = radius * sinTheta;
vertex.y = halfHeight * sign;
vertex.z = radius * cosTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, sign, 0 );
// uv
uv.x = ( cosTheta * 0.5 ) + 0.5;
uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
uvs.push( uv.x, uv.y );
// increase index
index ++;
}
// generate indices
for ( let x = 0; x < radialSegments; x ++ ) {
const c = centerIndexStart + x;
const i = centerIndexEnd + x;
if ( top === true ) {
// face top
indices.push( i, i + 1, c );
} else {
// face bottom
indices.push( i + 1, i, c );
}
groupCount += 3;
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
// calculate new start value for groups
groupStart += groupCount;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
}
}
class ConeGeometry extends CylinderGeometry {
constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
this.type = 'ConeGeometry';
this.parameters = {
radius: radius,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength
};
}
static fromJSON( data ) {
return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
}
}
class PolyhedronGeometry extends BufferGeometry {
constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
super();
this.type = 'PolyhedronGeometry';
this.parameters = {
vertices: vertices,
indices: indices,
radius: radius,
detail: detail
};
// default buffer data
const vertexBuffer = [];
const uvBuffer = [];
// the subdivision creates the vertex buffer data
subdivide( detail );
// all vertices should lie on a conceptual sphere with a given radius
applyRadius( radius );
// finally, create the uv data
generateUVs();
// build non-indexed geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
if ( detail === 0 ) {
this.computeVertexNormals(); // flat normals
} else {
this.normalizeNormals(); // smooth normals
}
// helper functions
function subdivide( detail ) {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
// iterate over all faces and apply a subdivision with the given detail value
for ( let i = 0; i < indices.length; i += 3 ) {
// get the vertices of the face
getVertexByIndex( indices[ i + 0 ], a );
getVertexByIndex( indices[ i + 1 ], b );
getVertexByIndex( indices[ i + 2 ], c );
// perform subdivision
subdivideFace( a, b, c, detail );
}
}
function subdivideFace( a, b, c, detail ) {
const cols = detail + 1;
// we use this multidimensional array as a data structure for creating the subdivision
const v = [];
// construct all of the vertices for this subdivision
for ( let i = 0; i <= cols; i ++ ) {
v[ i ] = [];
const aj = a.clone().lerp( c, i / cols );
const bj = b.clone().lerp( c, i / cols );
const rows = cols - i;
for ( let j = 0; j <= rows; j ++ ) {
if ( j === 0 && i === cols ) {
v[ i ][ j ] = aj;
} else {
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
}
}
}
// construct all of the faces
for ( let i = 0; i < cols; i ++ ) {
for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
const k = Math.floor( j / 2 );
if ( j % 2 === 0 ) {
pushVertex( v[ i ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k ] );
pushVertex( v[ i ][ k ] );
} else {
pushVertex( v[ i ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k ] );
}
}
}
}
function applyRadius( radius ) {
const vertex = new Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ];
vertex.y = vertexBuffer[ i + 1 ];
vertex.z = vertexBuffer[ i + 2 ];
vertex.normalize().multiplyScalar( radius );
vertexBuffer[ i + 0 ] = vertex.x;
vertexBuffer[ i + 1 ] = vertex.y;
vertexBuffer[ i + 2 ] = vertex.z;
}
}
function generateUVs() {
const vertex = new Vector3();
for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ];
vertex.y = vertexBuffer[ i + 1 ];
vertex.z = vertexBuffer[ i + 2 ];
const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
const v = inclination( vertex ) / Math.PI + 0.5;
uvBuffer.push( u, 1 - v );
}
correctUVs();
correctSeam();
}
function correctSeam() {
// handle case when face straddles the seam, see #3269
for ( let i = 0; i < uvBuffer.length; i += 6 ) {
// uv data of a single face
const x0 = uvBuffer[ i + 0 ];
const x1 = uvBuffer[ i + 2 ];
const x2 = uvBuffer[ i + 4 ];
const max = Math.max( x0, x1, x2 );
const min = Math.min( x0, x1, x2 );
// 0.9 is somewhat arbitrary
if ( max > 0.9 && min < 0.1 ) {
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
}
}
}
function pushVertex( vertex ) {
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
}
function getVertexByIndex( index, vertex ) {
const stride = index * 3;
vertex.x = vertices[ stride + 0 ];
vertex.y = vertices[ stride + 1 ];
vertex.z = vertices[ stride + 2 ];
}
function correctUVs() {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
const centroid = new Vector3();
const uvA = new Vector2();
const uvB = new Vector2();
const uvC = new Vector2();
for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
const azi = azimuth( centroid );
correctUV( uvA, j + 0, a, azi );
correctUV( uvB, j + 2, b, azi );
correctUV( uvC, j + 4, c, azi );
}
}
function correctUV( uv, stride, vector, azimuth ) {
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
uvBuffer[ stride ] = uv.x - 1;
}
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
}
}
// Angle around the Y axis, counter-clockwise when looking from above.
function azimuth( vector ) {
return Math.atan2( vector.z, - vector.x );
}
// Angle above the XZ plane.
function inclination( vector ) {
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
}
}
class DodecahedronGeometry extends PolyhedronGeometry {
constructor( radius = 1, detail = 0 ) {
const t = ( 1 + Math.sqrt( 5 ) ) / 2;
const r = 1 / t;
const vertices = [
// (±1, ±1, ±1)
- 1, - 1, - 1, - 1, - 1, 1,
- 1, 1, - 1, - 1, 1, 1,
1, - 1, - 1, 1, - 1, 1,
1, 1, - 1, 1, 1, 1,
// (0, ±1/φ, ±φ)
0, - r, - t, 0, - r, t,
0, r, - t, 0, r, t,
// (±1/φ, ±φ, 0)
- r, - t, 0, - r, t, 0,
r, - t, 0, r, t, 0,
// (±φ, 0, ±1/φ)
- t, 0, - r, t, 0, - r,
- t, 0, r, t, 0, r
];
const indices = [
3, 11, 7, 3, 7, 15, 3, 15, 13,
7, 19, 17, 7, 17, 6, 7, 6, 15,
17, 4, 8, 17, 8, 10, 17, 10, 6,
8, 0, 16, 8, 16, 2, 8, 2, 10,
0, 12, 1, 0, 1, 18, 0, 18, 16,
6, 10, 2, 6, 2, 13, 6, 13, 15,
2, 16, 18, 2, 18, 3, 2, 3, 13,
18, 1, 9, 18, 9, 11, 18, 11, 3,
4, 14, 12, 4, 12, 0, 4, 0, 8,
11, 9, 5, 11, 5, 19, 11, 19, 7,
19, 5, 14, 19, 14, 4, 19, 4, 17,
1, 12, 14, 1, 14, 5, 1, 5, 9
];
super( vertices, indices, radius, detail );
this.type = 'DodecahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
}
static fromJSON( data ) {
return new DodecahedronGeometry( data.radius, data.detail );
}
}
const _v0 = /*@__PURE__*/ new Vector3();
const _v1$1 = /*@__PURE__*/ new Vector3();
const _normal = /*@__PURE__*/ new Vector3();
const _triangle = /*@__PURE__*/ new Triangle();
class EdgesGeometry extends BufferGeometry {
constructor( geometry = null, thresholdAngle = 1 ) {
super();
this.type = 'EdgesGeometry';
this.parameters = {
geometry: geometry,
thresholdAngle: thresholdAngle
};
if ( geometry !== null ) {
const precisionPoints = 4;
const precision = Math.pow( 10, precisionPoints );
const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
const indexAttr = geometry.getIndex();
const positionAttr = geometry.getAttribute( 'position' );
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
const indexArr = [ 0, 0, 0 ];
const vertKeys = [ 'a', 'b', 'c' ];
const hashes = new Array( 3 );
const edgeData = {};
const vertices = [];
for ( let i = 0; i < indexCount; i += 3 ) {
if ( indexAttr ) {
indexArr[ 0 ] = indexAttr.getX( i );
indexArr[ 1 ] = indexAttr.getX( i + 1 );
indexArr[ 2 ] = indexAttr.getX( i + 2 );
} else {
indexArr[ 0 ] = i;
indexArr[ 1 ] = i + 1;
indexArr[ 2 ] = i + 2;
}
const { a, b, c } = _triangle;
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
_triangle.getNormal( _normal );
// create hashes for the edge from the vertices
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
// skip degenerate triangles
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
continue;
}
// iterate over every edge
for ( let j = 0; j < 3; j ++ ) {
// get the first and next vertex making up the edge
const jNext = ( j + 1 ) % 3;
const vecHash0 = hashes[ j ];
const vecHash1 = hashes[ jNext ];
const v0 = _triangle[ vertKeys[ j ] ];
const v1 = _triangle[ vertKeys[ jNext ] ];
const hash = `${ vecHash0 }_${ vecHash1 }`;
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
// if we found a sibling edge add it into the vertex array if
// it meets the angle threshold and delete the edge from the map.
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
vertices.push( v0.x, v0.y, v0.z );
vertices.push( v1.x, v1.y, v1.z );
}
edgeData[ reverseHash ] = null;
} else if ( ! ( hash in edgeData ) ) {
// if we've already got an edge here then skip adding a new one
edgeData[ hash ] = {
index0: indexArr[ j ],
index1: indexArr[ jNext ],
normal: _normal.clone(),
};
}
}
}
// iterate over all remaining, unmatched edges and add them to the vertex array
for ( const key in edgeData ) {
if ( edgeData[ key ] ) {
const { index0, index1 } = edgeData[ key ];
_v0.fromBufferAttribute( positionAttr, index0 );
_v1$1.fromBufferAttribute( positionAttr, index1 );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
}
}
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
class Shape extends Path {
constructor( points ) {
super( points );
this.uuid = generateUUID();
this.type = 'Shape';
this.holes = [];
}
getPointsHoles( divisions ) {
const holesPts = [];
for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
}
return holesPts;
}
// get points of shape and holes (keypoints based on segments parameter)
extractPoints( divisions ) {
return {
shape: this.getPoints( divisions ),
holes: this.getPointsHoles( divisions )
};
}
copy( source ) {
super.copy( source );
this.holes = [];
for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
const hole = source.holes[ i ];
this.holes.push( hole.clone() );
}
return this;
}
toJSON() {
const data = super.toJSON();
data.uuid = this.uuid;
data.holes = [];
for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
const hole = this.holes[ i ];
data.holes.push( hole.toJSON() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.uuid = json.uuid;
this.holes = [];
for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
const hole = json.holes[ i ];
this.holes.push( new Path().fromJSON( hole ) );
}
return this;
}
}
/**
* Port from https://github.com/mapbox/earcut (v2.2.4)
*/
const Earcut = {
triangulate: function ( data, holeIndices, dim = 2 ) {
const hasHoles = holeIndices && holeIndices.length;
const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
let outerNode = linkedList( data, 0, outerLen, dim, true );
const triangles = [];
if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
let minX, minY, maxX, maxY, x, y, invSize;
if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if ( data.length > 80 * dim ) {
minX = maxX = data[ 0 ];
minY = maxY = data[ 1 ];
for ( let i = dim; i < outerLen; i += dim ) {
x = data[ i ];
y = data[ i + 1 ];
if ( x < minX ) minX = x;
if ( y < minY ) minY = y;
if ( x > maxX ) maxX = x;
if ( y > maxY ) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max( maxX - minX, maxY - minY );
invSize = invSize !== 0 ? 32767 / invSize : 0;
}
earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
return triangles;
}
};
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList( data, start, end, dim, clockwise ) {
let i, last;
if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
} else {
for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
}
if ( last && equals( last, last.next ) ) {
removeNode( last );
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints( start, end ) {
if ( ! start ) return start;
if ( ! end ) end = start;
let p = start,
again;
do {
again = false;
if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
removeNode( p );
p = end = p.prev;
if ( p === p.next ) break;
again = true;
} else {
p = p.next;
}
} while ( again || p !== end );
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
if ( ! ear ) return;
// interlink polygon nodes in z-order
if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
let stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while ( ear.prev !== ear.next ) {
prev = ear.prev;
next = ear.next;
if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
// cut off the triangle
triangles.push( prev.i / dim | 0 );
triangles.push( ear.i / dim | 0 );
triangles.push( next.i / dim | 0 );
removeNode( ear );
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if ( ear === stop ) {
// try filtering points and slicing again
if ( ! pass ) {
earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
// if this didn't work, try curing all small self-intersections locally
} else if ( pass === 1 ) {
ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
// as a last resort, try splitting the remaining polygon into two
} else if ( pass === 2 ) {
splitEarcut( ear, triangles, dim, minX, minY, invSize );
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar( ear ) {
const a = ear.prev,
b = ear,
c = ear.next;
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox; min & max are calculated like this for speed
const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
let p = c.next;
while ( p !== a ) {
if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
area( p.prev, p, p.next ) >= 0 ) return false;
p = p.next;
}
return true;
}
function isEarHashed( ear, minX, minY, invSize ) {
const a = ear.prev,
b = ear,
c = ear.next;
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox; min & max are calculated like this for speed
const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
// z-order range for the current triangle bbox;
const minZ = zOrder( x0, y0, minX, minY, invSize ),
maxZ = zOrder( x1, y1, minX, minY, invSize );
let p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while ( p && p.z >= minZ && n && n.z <= maxZ ) {
if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
p = p.prevZ;
if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while ( p && p.z >= minZ ) {
if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
p = p.prevZ;
}
// look for remaining points in increasing z-order
while ( n && n.z <= maxZ ) {
if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections( start, triangles, dim ) {
let p = start;
do {
const a = p.prev,
b = p.next.next;
if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
triangles.push( a.i / dim | 0 );
triangles.push( p.i / dim | 0 );
triangles.push( b.i / dim | 0 );
// remove two nodes involved
removeNode( p );
removeNode( p.next );
p = start = b;
}
p = p.next;
} while ( p !== start );
return filterPoints( p );
}
// try splitting polygon into two and triangulate them independently
function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
// look for a valid diagonal that divides the polygon into two
let a = start;
do {
let b = a.next.next;
while ( b !== a.prev ) {
if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
// split the polygon in two by the diagonal
let c = splitPolygon( a, b );
// filter colinear points around the cuts
a = filterPoints( a, a.next );
c = filterPoints( c, c.next );
// run earcut on each half
earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
return;
}
b = b.next;
}
a = a.next;
} while ( a !== start );
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles( data, holeIndices, outerNode, dim ) {
const queue = [];
let i, len, start, end, list;
for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
start = holeIndices[ i ] * dim;
end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
list = linkedList( data, start, end, dim, false );
if ( list === list.next ) list.steiner = true;
queue.push( getLeftmost( list ) );
}
queue.sort( compareX );
// process holes from left to right
for ( i = 0; i < queue.length; i ++ ) {
outerNode = eliminateHole( queue[ i ], outerNode );
}
return outerNode;
}
function compareX( a, b ) {
return a.x - b.x;
}
// find a bridge between vertices that connects hole with an outer ring and link it
function eliminateHole( hole, outerNode ) {
const bridge = findHoleBridge( hole, outerNode );
if ( ! bridge ) {
return outerNode;
}
const bridgeReverse = splitPolygon( bridge, hole );
// filter collinear points around the cuts
filterPoints( bridgeReverse, bridgeReverse.next );
return filterPoints( bridge, bridge.next );
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge( hole, outerNode ) {
let p = outerNode,
qx = - Infinity,
m;
const hx = hole.x, hy = hole.y;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
if ( x <= hx && x > qx ) {
qx = x;
m = p.x < p.next.x ? p : p.next;
if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
}
}
p = p.next;
} while ( p !== outerNode );
if ( ! m ) return null;
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
const stop = m,
mx = m.x,
my = m.y;
let tanMin = Infinity, tan;
p = m;
do {
if ( hx >= p.x && p.x >= mx && hx !== p.x &&
pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
m = p;
tanMin = tan;
}
}
p = p.next;
} while ( p !== stop );
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector( m, p ) {
return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
}
// interlink polygon nodes in z-order
function indexCurve( start, minX, minY, invSize ) {
let p = start;
do {
if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while ( p !== start );
p.prevZ.nextZ = null;
p.prevZ = null;
sortLinked( p );
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked( list ) {
let i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while ( p ) {
numMerges ++;
q = p;
pSize = 0;
for ( i = 0; i < inSize; i ++ ) {
pSize ++;
q = q.nextZ;
if ( ! q ) break;
}
qSize = inSize;
while ( pSize > 0 || ( qSize > 0 && q ) ) {
if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
e = p;
p = p.nextZ;
pSize --;
} else {
e = q;
q = q.nextZ;
qSize --;
}
if ( tail ) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while ( numMerges > 1 );
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder( x, y, minX, minY, invSize ) {
// coords are transformed into non-negative 15-bit integer range
x = ( x - minX ) * invSize | 0;
y = ( y - minY ) * invSize | 0;
x = ( x | ( x << 8 ) ) & 0x00FF00FF;
x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
x = ( x | ( x << 2 ) ) & 0x33333333;
x = ( x | ( x << 1 ) ) & 0x55555555;
y = ( y | ( y << 8 ) ) & 0x00FF00FF;
y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
y = ( y | ( y << 2 ) ) & 0x33333333;
y = ( y | ( y << 1 ) ) & 0x55555555;
return x | ( y << 1 );
}
// find the leftmost node of a polygon ring
function getLeftmost( start ) {
let p = start,
leftmost = start;
do {
if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
p = p.next;
} while ( p !== start );
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal( a, b ) {
return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
}
// signed area of a triangle
function area( p, q, r ) {
return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
}
// check if two points are equal
function equals( p1, p2 ) {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects( p1, q1, p2, q2 ) {
const o1 = sign( area( p1, q1, p2 ) );
const o2 = sign( area( p1, q1, q2 ) );
const o3 = sign( area( p2, q2, p1 ) );
const o4 = sign( area( p2, q2, q1 ) );
if ( o1 !== o2 && o3 !== o4 ) return true; // general case
if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
// for collinear points p, q, r, check if point q lies on segment pr
function onSegment( p, q, r ) {
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 );
}
function sign( num ) {
return num > 0 ? 1 : num < 0 ? - 1 : 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon( a, b ) {
let p = a;
do {
if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
intersects( p, p.next, a, b ) ) return true;
p = p.next;
} while ( p !== a );
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside( a, b ) {
return area( a.prev, a, a.next ) < 0 ?
area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside( a, b ) {
let p = a,
inside = false;
const px = ( a.x + b.x ) / 2,
py = ( a.y + b.y ) / 2;
do {
if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
inside = ! inside;
p = p.next;
} while ( p !== a );
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon( a, b ) {
const a2 = new Node( a.i, a.x, a.y ),
b2 = new Node( b.i, b.x, b.y ),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode( i, x, y, last ) {
const p = new Node( i, x, y );
if ( ! last ) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
}
function removeNode( p ) {
p.next.prev = p.prev;
p.prev.next = p.next;
if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
}
function Node( i, x, y ) {
// vertex index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertex nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = 0;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
}
function signedArea( data, start, end, dim ) {
let sum = 0;
for ( let i = start, j = end - dim; i < end; i += dim ) {
sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
j = i;
}
return sum;
}
class ShapeUtils {
// calculate area of the contour polygon
static area( contour ) {
const n = contour.length;
let a = 0.0;
for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
}
return a * 0.5;
}
static isClockWise( pts ) {
return ShapeUtils.area( pts ) < 0;
}
static triangulateShape( contour, holes ) {
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
const holeIndices = []; // array of hole indices
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour );
addContour( vertices, contour );
//
let holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( let i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex );
holeIndex += holes[ i ].length;
addContour( vertices, holes[ i ] );
}
//
const triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( let i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}
}
function removeDupEndPts( points ) {
const l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( let i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
/**
* Creates extruded geometry from a path shape.
*
* parameters = {
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* depth: <float>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
* bevelThickness: <float>, // how deep into the original shape bevel goes
* bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
* bevelOffset: <float>, // how far from shape outline does bevel start
* bevelSegments: <int>, // number of bevel layers
*
* extrudePath: <THREE.Curve> // curve to extrude shape along
*
* UVGenerator: <Object> // object that provides UV generator functions
*
* }
*/
class ExtrudeGeometry extends BufferGeometry {
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 = {} ) {
super();
this.type = 'ExtrudeGeometry';
this.parameters = {
shapes: shapes,
options: options
};
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
const scope = this;
const verticesArray = [];
const uvArray = [];
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
addShape( shape );
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
this.computeVertexNormals();
// functions
function addShape( shape ) {
const placeholder = [];
// options
const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
const steps = options.steps !== undefined ? options.steps : 1;
const depth = options.depth !== undefined ? options.depth : 1;
let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
const extrudePath = options.extrudePath;
const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
//
let extrudePts, extrudeByPath = false;
let splineTube, binormal, normal, position2;
if ( extrudePath ) {
extrudePts = extrudePath.getSpacedPoints( steps );
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames( steps, false );
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if ( ! bevelEnabled ) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
const shapePoints = shape.extractPoints( curveSegments );
let vertices = shapePoints.shape;
const holes = shapePoints.holes;
const reverse = ! ShapeUtils.isClockWise( vertices );
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
if ( ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
}
const faces = ShapeUtils.triangulateShape( vertices, holes );
/* Vertices */
const contour = vertices; // vertices has all points but contour has only points of circumference
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
vertices = vertices.concat( ahole );
}
function scalePt2( pt, vec, size ) {
if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
return pt.clone().addScaledVector( vec, size );
}
const vlen = vertices.length, flen = faces.length;
// Find directions for point movement
function getBevelVec( inPt, inPrev, inNext ) {
// computes for inPt the corresponding point inPt' on a new contour
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
const v_prev_x = inPt.x - inPrev.x,
v_prev_y = inPt.y - inPrev.y;
const v_next_x = inNext.x - inPt.x,
v_next_y = inNext.y - inPt.y;
const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for collinear edges
const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
// not collinear
// length of vectors for normalizing
const v_prev_len = Math.sqrt( v_prev_lensq );
const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
// shift adjacent points by unit vectors to the left
const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
// scaling factor for v_prev to intersection point
const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
( v_prev_x * v_next_y - v_prev_y * v_next_x );
// vector from inPt to intersection point
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
// Don't normalize!, otherwise sharp corners become ugly
// but prevent crazy spikes
const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
if ( v_trans_lensq <= 2 ) {
return new Vector2( v_trans_x, v_trans_y );
} else {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else {
// handle special case of collinear edges
let direction_eq = false; // assumes: opposite
if ( v_prev_x > Number.EPSILON ) {
if ( v_next_x > Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( v_prev_x < - Number.EPSILON ) {
if ( v_next_x < - Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
direction_eq = true;
}
}
}
if ( direction_eq ) {
// console.log("Warning: lines are a straight sequence");
v_trans_x = - v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt( v_prev_lensq );
} else {
// console.log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
}
const contourMovements = [];
for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
const holesMovements = [];
let oneHoleMovements, verticesMovements = contourMovements.concat();
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = [];
for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
}
holesMovements.push( oneHoleMovements );
verticesMovements = verticesMovements.concat( oneHoleMovements );
}
// Loop bevelSegments, 1 for the front, 1 for the back
for ( let b = 0; b < bevelSegments; b ++ ) {
//for ( b = bevelSegments; b > 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
// expand holes
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
}
}
const bs = bevelSize + bevelOffset;
// Back facing vertices
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, 0 );
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
// Add stepped vertices...
// Including front facing vertices
for ( let s = 1; s <= steps; s ++ ) {
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth / steps * s );
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
}
// Add bevel segments planes
//for ( b = 1; b <= bevelSegments; b ++ ) {
for ( let b = bevelSegments - 1; b >= 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, depth + z );
}
// expand holes
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth + z );
} else {
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
}
}
}
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
function buildLidFaces() {
const start = verticesArray.length / 3;
if ( bevelEnabled ) {
let layer = 0; // steps + 1
let offset = vlen * layer;
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
}
} else {
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
}
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
}
}
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
const start = verticesArray.length / 3;
let layeroffset = 0;
sidewalls( contour, layeroffset );
layeroffset += contour.length;
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
sidewalls( ahole, layeroffset );
//, true
layeroffset += ahole.length;
}
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
}
function sidewalls( contour, layeroffset ) {
let i = contour.length;
while ( -- i >= 0 ) {
const j = i;
let k = i - 1;
if ( k < 0 ) k = contour.length - 1;
//console.log('b', i,j, i-1, k,vertices.length);
for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
const slen1 = vlen * s;
const slen2 = vlen * ( s + 1 );
const a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d );
}
}
}
function v( x, y, z ) {
placeholder.push( x );
placeholder.push( y );
placeholder.push( z );
}
function f3( a, b, c ) {
addVertex( a );
addVertex( b );
addVertex( c );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
}
function f4( a, b, c, d ) {
addVertex( a );
addVertex( b );
addVertex( d );
addVertex( b );
addVertex( c );
addVertex( d );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 3 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
addUV( uvs[ 3 ] );
}
function addVertex( index ) {
verticesArray.push( placeholder[ index * 3 + 0 ] );
verticesArray.push( placeholder[ index * 3 + 1 ] );
verticesArray.push( placeholder[ index * 3 + 2 ] );
}
function addUV( vector2 ) {
uvArray.push( vector2.x );
uvArray.push( vector2.y );
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
const options = this.parameters.options;
return toJSON$1( shapes, options, data );
}
static fromJSON( data, shapes ) {
const geometryShapes = [];
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
const shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
const extrudePath = data.options.extrudePath;
if ( extrudePath !== undefined ) {
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
}
return new ExtrudeGeometry( geometryShapes, data.options );
}
}
const WorldUVGenerator = {
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
return [
new Vector2( a_x, a_y ),
new Vector2( b_x, b_y ),
new Vector2( c_x, c_y )
];
},
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const a_z = vertices[ indexA * 3 + 2 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const b_z = vertices[ indexB * 3 + 2 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
const c_z = vertices[ indexC * 3 + 2 ];
const d_x = vertices[ indexD * 3 ];
const d_y = vertices[ indexD * 3 + 1 ];
const d_z = vertices[ indexD * 3 + 2 ];
if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
return [
new Vector2( a_x, 1 - a_z ),
new Vector2( b_x, 1 - b_z ),
new Vector2( c_x, 1 - c_z ),
new Vector2( d_x, 1 - d_z )
];
} else {
return [
new Vector2( a_y, 1 - a_z ),
new Vector2( b_y, 1 - b_z ),
new Vector2( c_y, 1 - c_z ),
new Vector2( d_y, 1 - d_z )
];
}
}
};
function toJSON$1( shapes, options, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
data.options = Object.assign( {}, options );
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
return data;
}
class IcosahedronGeometry extends PolyhedronGeometry {
constructor( radius = 1, detail = 0 ) {
const t = ( 1 + Math.sqrt( 5 ) ) / 2;
const vertices = [
- 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
];
const indices = [
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
];
super( vertices, indices, radius, detail );
this.type = 'IcosahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
}
static fromJSON( data ) {
return new IcosahedronGeometry( data.radius, data.detail );
}
}
class OctahedronGeometry extends PolyhedronGeometry {
constructor( radius = 1, detail = 0 ) {
const vertices = [
1, 0, 0, - 1, 0, 0, 0, 1, 0,
0, - 1, 0, 0, 0, 1, 0, 0, - 1
];
const indices = [
0, 2, 4, 0, 4, 3, 0, 3, 5,
0, 5, 2, 1, 2, 5, 1, 5, 3,
1, 3, 4, 1, 4, 2
];
super( vertices, indices, radius, detail );
this.type = 'OctahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
}
static fromJSON( data ) {
return new OctahedronGeometry( data.radius, data.detail );
}
}
class PlaneGeometry extends BufferGeometry {
constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
super();
this.type = 'PlaneGeometry';
this.parameters = {
width: width,
height: height,
widthSegments: widthSegments,
heightSegments: heightSegments
};
const width_half = width / 2;
const height_half = height / 2;
const gridX = Math.floor( widthSegments );
const gridY = Math.floor( heightSegments );
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
const segment_width = width / gridX;
const segment_height = height / gridY;
//
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segment_height - height_half;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segment_width - width_half;
vertices.push( x, - y, 0 );
normals.push( 0, 0, 1 );
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
}
}
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = ix + gridX1 * iy;
const b = ix + gridX1 * ( iy + 1 );
const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = ( ix + 1 ) + gridX1 * iy;
indices.push( a, b, d );
indices.push( b, c, d );
}
}
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
}
}
class RingGeometry extends BufferGeometry {
constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'RingGeometry';
this.parameters = {
innerRadius: innerRadius,
outerRadius: outerRadius,
thetaSegments: thetaSegments,
phiSegments: phiSegments,
thetaStart: thetaStart,
thetaLength: thetaLength
};
thetaSegments = Math.max( 3, thetaSegments );
phiSegments = Math.max( 1, phiSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// some helper variables
let radius = innerRadius;
const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
const vertex = new Vector3();
const uv = new Vector2();
// generate vertices, normals and uvs
for ( let j = 0; j <= phiSegments; j ++ ) {
for ( let i = 0; i <= thetaSegments; i ++ ) {
// values are generate from the inside of the ring to the outside
const segment = thetaStart + i / thetaSegments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment );
vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uv
uv.x = ( vertex.x / outerRadius + 1 ) / 2;
uv.y = ( vertex.y / outerRadius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// increase the radius for next row of vertices
radius += radiusStep;
}
// indices
for ( let j = 0; j < phiSegments; j ++ ) {
const thetaSegmentLevel = j * ( thetaSegments + 1 );
for ( let i = 0; i < thetaSegments; i ++ ) {
const segment = i + thetaSegmentLevel;
const a = segment;
const b = segment + thetaSegments + 1;
const c = segment + thetaSegments + 2;
const d = segment + 1;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
}
}
class ShapeGeometry extends BufferGeometry {
constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {
super();
this.type = 'ShapeGeometry';
this.parameters = {
shapes: shapes,
curveSegments: curveSegments
};
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let groupStart = 0;
let groupCount = 0;
// allow single and array values for "shapes" parameter
if ( Array.isArray( shapes ) === false ) {
addShape( shapes );
} else {
for ( let i = 0; i < shapes.length; i ++ ) {
addShape( shapes[ i ] );
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
groupStart += groupCount;
groupCount = 0;
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// helper functions
function addShape( shape ) {
const indexOffset = vertices.length / 3;
const points = shape.extractPoints( curveSegments );
let shapeVertices = points.shape;
const shapeHoles = points.holes;
// check direction of vertices
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
shapeVertices = shapeVertices.reverse();
}
for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
const shapeHole = shapeHoles[ i ];
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
shapeHoles[ i ] = shapeHole.reverse();
}
}
const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
// join vertices of inner and outer paths to a single array
for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
const shapeHole = shapeHoles[ i ];
shapeVertices = shapeVertices.concat( shapeHole );
}
// vertices, normals, uvs
for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
const vertex = shapeVertices[ i ];
vertices.push( vertex.x, vertex.y, 0 );
normals.push( 0, 0, 1 );
uvs.push( vertex.x, vertex.y ); // world uvs
}
// indices
for ( let i = 0, l = faces.length; i < l; i ++ ) {
const face = faces[ i ];
const a = face[ 0 ] + indexOffset;
const b = face[ 1 ] + indexOffset;
const c = face[ 2 ] + indexOffset;
indices.push( a, b, c );
groupCount += 3;
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
return toJSON( shapes, data );
}
static fromJSON( data, shapes ) {
const geometryShapes = [];
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
const shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
return new ShapeGeometry( geometryShapes, data.curveSegments );
}
}
function toJSON( shapes, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
return data;
}
class SphereGeometry extends BufferGeometry {
constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
super();
this.type = 'SphereGeometry';
this.parameters = {
radius: radius,
widthSegments: widthSegments,
heightSegments: heightSegments,
phiStart: phiStart,
phiLength: phiLength,
thetaStart: thetaStart,
thetaLength: thetaLength
};
widthSegments = Math.max( 3, Math.floor( widthSegments ) );
heightSegments = Math.max( 2, Math.floor( heightSegments ) );
const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
let index = 0;
const grid = [];
const vertex = new Vector3();
const normal = new Vector3();
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// generate vertices, normals and uvs
for ( let iy = 0; iy <= heightSegments; iy ++ ) {
const verticesRow = [];
const v = iy / heightSegments;
// special case for the poles
let uOffset = 0;
if ( iy === 0 && thetaStart === 0 ) {
uOffset = 0.5 / widthSegments;
} else if ( iy === heightSegments && thetaEnd === Math.PI ) {
uOffset = - 0.5 / widthSegments;
}
for ( let ix = 0; ix <= widthSegments; ix ++ ) {
const u = ix / widthSegments;
// vertex
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.copy( vertex ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u + uOffset, 1 - v );
verticesRow.push( index ++ );
}
grid.push( verticesRow );
}
// indices
for ( let iy = 0; iy < heightSegments; iy ++ ) {
for ( let ix = 0; ix < widthSegments; ix ++ ) {
const a = grid[ iy ][ ix + 1 ];
const b = grid[ iy ][ ix ];
const c = grid[ iy + 1 ][ ix ];
const d = grid[ iy + 1 ][ ix + 1 ];
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
}
}
class TetrahedronGeometry extends PolyhedronGeometry {
constructor( radius = 1, detail = 0 ) {
const vertices = [
1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
];
const indices = [
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
];
super( vertices, indices, radius, detail );
this.type = 'TetrahedronGeometry';
this.parameters = {
radius: radius,
detail: detail
};
}
static fromJSON( data ) {
return new TetrahedronGeometry( data.radius, data.detail );
}
}
class TorusGeometry extends BufferGeometry {
constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
super();
this.type = 'TorusGeometry';
this.parameters = {
radius: radius,
tube: tube,
radialSegments: radialSegments,
tubularSegments: tubularSegments,
arc: arc
};
radialSegments = Math.floor( radialSegments );
tubularSegments = Math.floor( tubularSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const center = new Vector3();
const vertex = new Vector3();
const normal = new Vector3();
// generate vertices, normals and uvs
for ( let j = 0; j <= radialSegments; j ++ ) {
for ( let i = 0; i <= tubularSegments; i ++ ) {
const u = i / tubularSegments * arc;
const v = j / radialSegments * Math.PI * 2;
// vertex
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
vertex.z = tube * Math.sin( v );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
center.x = radius * Math.cos( u );
center.y = radius * Math.sin( u );
normal.subVectors( vertex, center ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments );
uvs.push( j / radialSegments );
}
}
// generate indices
for ( let j = 1; j <= radialSegments; j ++ ) {
for ( let i = 1; i <= tubularSegments; i ++ ) {
// indices
const a = ( tubularSegments + 1 ) * j + i - 1;
const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
const d = ( tubularSegments + 1 ) * j + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
}
}
class TorusKnotGeometry extends BufferGeometry {
constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
super();
this.type = 'TorusKnotGeometry';
this.parameters = {
radius: radius,
tube: tube,
tubularSegments: tubularSegments,
radialSegments: radialSegments,
p: p,
q: q
};
tubularSegments = Math.floor( tubularSegments );
radialSegments = Math.floor( radialSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const vertex = new Vector3();
const normal = new Vector3();
const P1 = new Vector3();
const P2 = new Vector3();
const B = new Vector3();
const T = new Vector3();
const N = new Vector3();
// generate vertices, normals and uvs
for ( let i = 0; i <= tubularSegments; ++ i ) {
// the radian "u" is used to calculate the position on the torus curve of the current tubular segment
const u = i / tubularSegments * p * Math.PI * 2;
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
calculatePositionOnCurve( u, p, q, radius, P1 );
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
// calculate orthonormal basis
T.subVectors( P2, P1 );
N.addVectors( P2, P1 );
B.crossVectors( T, N );
N.crossVectors( B, T );
// normalize B, N. T can be ignored, we don't use it
B.normalize();
N.normalize();
for ( let j = 0; j <= radialSegments; ++ j ) {
// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
const v = j / radialSegments * Math.PI * 2;
const cx = - tube * Math.cos( v );
const cy = tube * Math.sin( v );
// now calculate the final vertex position.
// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
vertex.x = P1.x + ( cx * N.x + cy * B.x );
vertex.y = P1.y + ( cx * N.y + cy * B.y );
vertex.z = P1.z + ( cx * N.z + cy * B.z );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
normal.subVectors( vertex, P1 ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments );
uvs.push( j / radialSegments );
}
}
// generate indices
for ( let j = 1; j <= tubularSegments; j ++ ) {
for ( let i = 1; i <= radialSegments; i ++ ) {
// indices
const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
const b = ( radialSegments + 1 ) * j + ( i - 1 );
const c = ( radialSegments + 1 ) * j + i;
const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// this function calculates the current position on the torus curve
function calculatePositionOnCurve( u, p, q, radius, position ) {
const cu = Math.cos( u );
const su = Math.sin( u );
const quOverP = q / p * u;
const cs = Math.cos( quOverP );
position.x = radius * ( 2 + cs ) * 0.5 * cu;
position.y = radius * ( 2 + cs ) * su * 0.5;
position.z = radius * Math.sin( quOverP ) * 0.5;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
}
}
class TubeGeometry extends BufferGeometry {
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 ) {
super();
this.type = 'TubeGeometry';
this.parameters = {
path: path,
tubularSegments: tubularSegments,
radius: radius,
radialSegments: radialSegments,
closed: closed
};
const frames = path.computeFrenetFrames( tubularSegments, closed );
// expose internals
this.tangents = frames.tangents;
this.normals = frames.normals;
this.binormals = frames.binormals;
// helper variables
const vertex = new Vector3();
const normal = new Vector3();
const uv = new Vector2();
let P = new Vector3();
// buffer
const vertices = [];
const normals = [];
const uvs = [];
const indices = [];
// create buffer data
generateBufferData();
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// functions
function generateBufferData() {
for ( let i = 0; i < tubularSegments; i ++ ) {
generateSegment( i );
}
// if the geometry is not closed, generate the last row of vertices and normals
// at the regular position on the given path
//
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
generateSegment( ( closed === false ) ? tubularSegments : 0 );
// uvs are generated in a separate function.
// this makes it easy compute correct values for closed geometries
generateUVs();
// finally create faces
generateIndices();
}
function generateSegment( i ) {
// we use getPointAt to sample evenly distributed points from the given path
P = path.getPointAt( i / tubularSegments, P );
// retrieve corresponding normal and binormal
const N = frames.normals[ i ];
const B = frames.binormals[ i ];
// generate normals and vertices for the current segment
for ( let j = 0; j <= radialSegments; j ++ ) {
const v = j / radialSegments * Math.PI * 2;
const sin = Math.sin( v );
const cos = - Math.cos( v );
// normal
normal.x = ( cos * N.x + sin * B.x );
normal.y = ( cos * N.y + sin * B.y );
normal.z = ( cos * N.z + sin * B.z );
normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// vertex
vertex.x = P.x + radius * normal.x;
vertex.y = P.y + radius * normal.y;
vertex.z = P.z + radius * normal.z;
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
function generateIndices() {
for ( let j = 1; j <= tubularSegments; j ++ ) {
for ( let i = 1; i <= radialSegments; i ++ ) {
const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
const b = ( radialSegments + 1 ) * j + ( i - 1 );
const c = ( radialSegments + 1 ) * j + i;
const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
}
function generateUVs() {
for ( let i = 0; i <= tubularSegments; i ++ ) {
for ( let j = 0; j <= radialSegments; j ++ ) {
uv.x = i / tubularSegments;
uv.y = j / radialSegments;
uvs.push( uv.x, uv.y );
}
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
data.path = this.parameters.path.toJSON();
return data;
}
static fromJSON( data ) {
// This only works for built-in curves (e.g. CatmullRomCurve3).
// User defined curves or instances of CurvePath will not be deserialized.
return new TubeGeometry(
new Curves[ data.path.type ]().fromJSON( data.path ),
data.tubularSegments,
data.radius,
data.radialSegments,
data.closed
);
}
}
class WireframeGeometry extends BufferGeometry {
constructor( geometry = null ) {
super();
this.type = 'WireframeGeometry';
this.parameters = {
geometry: geometry
};
if ( geometry !== null ) {
// buffer
const vertices = [];
const edges = new Set();
// helper variables
const start = new Vector3();
const end = new Vector3();
if ( geometry.index !== null ) {
// indexed BufferGeometry
const position = geometry.attributes.position;
const indices = geometry.index;
let groups = geometry.groups;
if ( groups.length === 0 ) {
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
}
// create a data structure that contains all edges without duplicates
for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
const group = groups[ o ];
const groupStart = group.start;
const groupCount = group.count;
for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
for ( let j = 0; j < 3; j ++ ) {
const index1 = indices.getX( i + j );
const index2 = indices.getX( i + ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
}
}
} else {
// non-indexed BufferGeometry
const position = geometry.attributes.position;
for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( let j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
const index1 = 3 * i + j;
const index2 = 3 * i + ( ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
}
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
function isUniqueEdge( start, end, edges ) {
const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
return false;
} else {
edges.add( hash1 );
edges.add( hash2 );
return true;
}
}
var Geometries = /*#__PURE__*/Object.freeze({
__proto__: null,
BoxGeometry: BoxGeometry,
CapsuleGeometry: CapsuleGeometry,
CircleGeometry: CircleGeometry,
ConeGeometry: ConeGeometry,
CylinderGeometry: CylinderGeometry,
DodecahedronGeometry: DodecahedronGeometry,
EdgesGeometry: EdgesGeometry,
ExtrudeGeometry: ExtrudeGeometry,
IcosahedronGeometry: IcosahedronGeometry,
LatheGeometry: LatheGeometry,
OctahedronGeometry: OctahedronGeometry,
PlaneGeometry: PlaneGeometry,
PolyhedronGeometry: PolyhedronGeometry,
RingGeometry: RingGeometry,
ShapeGeometry: ShapeGeometry,
SphereGeometry: SphereGeometry,
TetrahedronGeometry: TetrahedronGeometry,
TorusGeometry: TorusGeometry,
TorusKnotGeometry: TorusKnotGeometry,
TubeGeometry: TubeGeometry,
WireframeGeometry: WireframeGeometry
});
class ShadowMaterial extends Material {
constructor( parameters ) {
super();
this.isShadowMaterial = true;
this.type = 'ShadowMaterial';
this.color = new Color( 0x000000 );
this.transparent = true;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.fog = source.fog;
return this;
}
}
class RawShaderMaterial extends ShaderMaterial {
constructor( parameters ) {
super( parameters );
this.isRawShaderMaterial = true;
this.type = 'RawShaderMaterial';
}
}
class MeshStandardMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshStandardMaterial = true;
this.type = 'MeshStandardMaterial';
this.defines = { 'STANDARD': '' };
this.color = new Color( 0xffffff ); // diffuse
this.roughness = 1.0;
this.metalness = 0.0;
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.roughnessMap = null;
this.metalnessMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapRotation = new Euler();
this.envMapIntensity = 1.0;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.flatShading = false;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.defines = { 'STANDARD': '' };
this.color.copy( source.color );
this.roughness = source.roughness;
this.metalness = source.metalness;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.roughnessMap = source.roughnessMap;
this.metalnessMap = source.metalnessMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.envMapIntensity = source.envMapIntensity;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
class MeshPhysicalMaterial extends MeshStandardMaterial {
constructor( parameters ) {
super();
this.isMeshPhysicalMaterial = true;
this.defines = {
'STANDARD': '',
'PHYSICAL': ''
};
this.type = 'MeshPhysicalMaterial';
this.anisotropyRotation = 0;
this.anisotropyMap = null;
this.clearcoatMap = null;
this.clearcoatRoughness = 0.0;
this.clearcoatRoughnessMap = null;
this.clearcoatNormalScale = new Vector2( 1, 1 );
this.clearcoatNormalMap = null;
this.ior = 1.5;
Object.defineProperty( this, 'reflectivity', {
get: function () {
return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
},
set: function ( reflectivity ) {
this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
}
} );
this.iridescenceMap = null;
this.iridescenceIOR = 1.3;
this.iridescenceThicknessRange = [ 100, 400 ];
this.iridescenceThicknessMap = null;
this.sheenColor = new Color( 0x000000 );
this.sheenColorMap = null;
this.sheenRoughness = 1.0;
this.sheenRoughnessMap = null;
this.transmissionMap = null;
this.thickness = 0;
this.thicknessMap = null;
this.attenuationDistance = Infinity;
this.attenuationColor = new Color( 1, 1, 1 );
this.specularIntensity = 1.0;
this.specularIntensityMap = null;
this.specularColor = new Color( 1, 1, 1 );
this.specularColorMap = null;
this._anisotropy = 0;
this._clearcoat = 0;
this._dispersion = 0;
this._iridescence = 0;
this._sheen = 0.0;
this._transmission = 0;
this.setValues( parameters );
}
get anisotropy() {
return this._anisotropy;
}
set anisotropy( value ) {
if ( this._anisotropy > 0 !== value > 0 ) {
this.version ++;
}
this._anisotropy = value;
}
get clearcoat() {
return this._clearcoat;
}
set clearcoat( value ) {
if ( this._clearcoat > 0 !== value > 0 ) {
this.version ++;
}
this._clearcoat = value;
}
get iridescence() {
return this._iridescence;
}
set iridescence( value ) {
if ( this._iridescence > 0 !== value > 0 ) {
this.version ++;
}
this._iridescence = value;
}
get dispersion() {
return this._dispersion;
}
set dispersion( value ) {
if ( this._dispersion > 0 !== value > 0 ) {
this.version ++;
}
this._dispersion = value;
}
get sheen() {
return this._sheen;
}
set sheen( value ) {
if ( this._sheen > 0 !== value > 0 ) {
this.version ++;
}
this._sheen = value;
}
get transmission() {
return this._transmission;
}
set transmission( value ) {
if ( this._transmission > 0 !== value > 0 ) {
this.version ++;
}
this._transmission = value;
}
copy( source ) {
super.copy( source );
this.defines = {
'STANDARD': '',
'PHYSICAL': ''
};
this.anisotropy = source.anisotropy;
this.anisotropyRotation = source.anisotropyRotation;
this.anisotropyMap = source.anisotropyMap;
this.clearcoat = source.clearcoat;
this.clearcoatMap = source.clearcoatMap;
this.clearcoatRoughness = source.clearcoatRoughness;
this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
this.clearcoatNormalMap = source.clearcoatNormalMap;
this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
this.dispersion = source.dispersion;
this.ior = source.ior;
this.iridescence = source.iridescence;
this.iridescenceMap = source.iridescenceMap;
this.iridescenceIOR = source.iridescenceIOR;
this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
this.iridescenceThicknessMap = source.iridescenceThicknessMap;
this.sheen = source.sheen;
this.sheenColor.copy( source.sheenColor );
this.sheenColorMap = source.sheenColorMap;
this.sheenRoughness = source.sheenRoughness;
this.sheenRoughnessMap = source.sheenRoughnessMap;
this.transmission = source.transmission;
this.transmissionMap = source.transmissionMap;
this.thickness = source.thickness;
this.thicknessMap = source.thicknessMap;
this.attenuationDistance = source.attenuationDistance;
this.attenuationColor.copy( source.attenuationColor );
this.specularIntensity = source.specularIntensity;
this.specularIntensityMap = source.specularIntensityMap;
this.specularColor.copy( source.specularColor );
this.specularColorMap = source.specularColorMap;
return this;
}
}
class MeshPhongMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshPhongMaterial = true;
this.type = 'MeshPhongMaterial';
this.color = new Color( 0xffffff ); // diffuse
this.specular = new Color( 0x111111 );
this.shininess = 30;
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapRotation = new Euler();
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.flatShading = false;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.specular.copy( source.specular );
this.shininess = source.shininess;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
class MeshToonMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshToonMaterial = true;
this.defines = { 'TOON': '' };
this.type = 'MeshToonMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.gradientMap = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.alphaMap = null;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.gradientMap = source.gradientMap;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.fog = source.fog;
return this;
}
}
class MeshNormalMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshNormalMaterial = true;
this.type = 'MeshNormalMaterial';
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.flatShading = false;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.flatShading = source.flatShading;
return this;
}
}
class MeshLambertMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshLambertMaterial = true;
this.type = 'MeshLambertMaterial';
this.color = new Color( 0xffffff ); // diffuse
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapRotation = new Euler();
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.flatShading = false;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
class MeshDepthMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshDepthMaterial = true;
this.type = 'MeshDepthMaterial';
this.depthPacking = BasicDepthPacking;
this.map = null;
this.alphaMap = null;
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.depthPacking = source.depthPacking;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
return this;
}
}
class MeshDistanceMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshDistanceMaterial = true;
this.type = 'MeshDistanceMaterial';
this.map = null;
this.alphaMap = null;
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
return this;
}
}
class MeshMatcapMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshMatcapMaterial = true;
this.defines = { 'MATCAP': '' };
this.type = 'MeshMatcapMaterial';
this.color = new Color( 0xffffff ); // diffuse
this.matcap = null;
this.map = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.alphaMap = null;
this.flatShading = false;
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.defines = { 'MATCAP': '' };
this.color.copy( source.color );
this.matcap = source.matcap;
this.map = source.map;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
class LineDashedMaterial extends LineBasicMaterial {
constructor( parameters ) {
super();
this.isLineDashedMaterial = true;
this.type = 'LineDashedMaterial';
this.scale = 1;
this.dashSize = 3;
this.gapSize = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.scale = source.scale;
this.dashSize = source.dashSize;
this.gapSize = source.gapSize;
return this;
}
}
// converts an array to a specific type
function convertArray( array, type, forceClone ) {
if ( ! array || // let 'undefined' and 'null' pass
! forceClone && array.constructor === type ) return array;
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
return new type( array ); // create typed array
}
return Array.prototype.slice.call( array ); // create Array
}
function isTypedArray( object ) {
return ArrayBuffer.isView( object ) &&
! ( object instanceof DataView );
}
// returns an array by which times and values can be sorted
function getKeyframeOrder( times ) {
function compareTime( i, j ) {
return times[ i ] - times[ j ];
}
const n = times.length;
const result = new Array( n );
for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
result.sort( compareTime );
return result;
}
// uses the array previously returned by 'getKeyframeOrder' to sort data
function sortedArray( values, stride, order ) {
const nValues = values.length;
const result = new values.constructor( nValues );
for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
const srcOffset = order[ i ] * stride;
for ( let j = 0; j !== stride; ++ j ) {
result[ dstOffset ++ ] = values[ srcOffset + j ];
}
}
return result;
}
// function for parsing AOS keyframe formats
function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
let i = 1, key = jsonKeys[ 0 ];
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
key = jsonKeys[ i ++ ];
}
if ( key === undefined ) return; // no data
let value = key[ valuePropertyName ];
if ( value === undefined ) return; // no data
if ( Array.isArray( value ) ) {
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
values.push.apply( values, value ); // push all elements
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else if ( value.toArray !== undefined ) {
// ...assume THREE.Math-ish
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
value.toArray( values, values.length );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else {
// otherwise push as-is
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
values.push( value );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
}
}
function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
const clip = sourceClip.clone();
clip.name = name;
const tracks = [];
for ( let i = 0; i < clip.tracks.length; ++ i ) {
const track = clip.tracks[ i ];
const valueSize = track.getValueSize();
const times = [];
const values = [];
for ( let j = 0; j < track.times.length; ++ j ) {
const frame = track.times[ j ] * fps;
if ( frame < startFrame || frame >= endFrame ) continue;
times.push( track.times[ j ] );
for ( let k = 0; k < valueSize; ++ k ) {
values.push( track.values[ j * valueSize + k ] );
}
}
if ( times.length === 0 ) continue;
track.times = convertArray( times, track.times.constructor );
track.values = convertArray( values, track.values.constructor );
tracks.push( track );
}
clip.tracks = tracks;
// find minimum .times value across all tracks in the trimmed clip
let minStartTime = Infinity;
for ( let i = 0; i < clip.tracks.length; ++ i ) {
if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
minStartTime = clip.tracks[ i ].times[ 0 ];
}
}
// shift all tracks such that clip begins at t=0
for ( let i = 0; i < clip.tracks.length; ++ i ) {
clip.tracks[ i ].shift( - 1 * minStartTime );
}
clip.resetDuration();
return clip;
}
function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
if ( fps <= 0 ) fps = 30;
const numTracks = referenceClip.tracks.length;
const referenceTime = referenceFrame / fps;
// Make each track's values relative to the values at the reference frame
for ( let i = 0; i < numTracks; ++ i ) {
const referenceTrack = referenceClip.tracks[ i ];
const referenceTrackType = referenceTrack.ValueTypeName;
// Skip this track if it's non-numeric
if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
// Find the track in the target clip whose name and type matches the reference track
const targetTrack = targetClip.tracks.find( function ( track ) {
return track.name === referenceTrack.name
&& track.ValueTypeName === referenceTrackType;
} );
if ( targetTrack === undefined ) continue;
let referenceOffset = 0;
const referenceValueSize = referenceTrack.getValueSize();
if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
referenceOffset = referenceValueSize / 3;
}
let targetOffset = 0;
const targetValueSize = targetTrack.getValueSize();
if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
targetOffset = targetValueSize / 3;
}
const lastIndex = referenceTrack.times.length - 1;
let referenceValue;
// Find the value to subtract out of the track
if ( referenceTime <= referenceTrack.times[ 0 ] ) {
// Reference frame is earlier than the first keyframe, so just use the first keyframe
const startIndex = referenceOffset;
const endIndex = referenceValueSize - referenceOffset;
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
// Reference frame is after the last keyframe, so just use the last keyframe
const startIndex = lastIndex * referenceValueSize + referenceOffset;
const endIndex = startIndex + referenceValueSize - referenceOffset;
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
} else {
// Interpolate to the reference value
const interpolant = referenceTrack.createInterpolant();
const startIndex = referenceOffset;
const endIndex = referenceValueSize - referenceOffset;
interpolant.evaluate( referenceTime );
referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
}
// Conjugate the quaternion
if ( referenceTrackType === 'quaternion' ) {
const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
referenceQuat.toArray( referenceValue );
}
// Subtract the reference value from all of the track values
const numTimes = targetTrack.times.length;
for ( let j = 0; j < numTimes; ++ j ) {
const valueStart = j * targetValueSize + targetOffset;
if ( referenceTrackType === 'quaternion' ) {
// Multiply the conjugate for quaternion track types
Quaternion.multiplyQuaternionsFlat(
targetTrack.values,
valueStart,
referenceValue,
0,
targetTrack.values,
valueStart
);
} else {
const valueEnd = targetValueSize - targetOffset * 2;
// Subtract each value for all other numeric track types
for ( let k = 0; k < valueEnd; ++ k ) {
targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
}
}
}
}
targetClip.blendMode = AdditiveAnimationBlendMode;
return targetClip;
}
const AnimationUtils = {
convertArray: convertArray,
isTypedArray: isTypedArray,
getKeyframeOrder: getKeyframeOrder,
sortedArray: sortedArray,
flattenJSON: flattenJSON,
subclip: subclip,
makeClipAdditive: makeClipAdditive
};
/**
* Abstract base class of interpolants over parametric samples.
*
* The parameter domain is one dimensional, typically the time or a path
* along a curve defined by the data.
*
* The sample values can have any dimensionality and derived classes may
* apply special interpretations to the data.
*
* This class provides the interval seek in a Template Method, deferring
* the actual interpolation to derived classes.
*
* Time complexity is O(1) for linear access crossing at most two points
* and O(log N) for random access, where N is the number of positions.
*
* References:
*
* http://www.oodesign.com/template-method-pattern.html
*
*/
class Interpolant {
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
this.parameterPositions = parameterPositions;
this._cachedIndex = 0;
this.resultBuffer = resultBuffer !== undefined ?
resultBuffer : new sampleValues.constructor( sampleSize );
this.sampleValues = sampleValues;
this.valueSize = sampleSize;
this.settings = null;
this.DefaultSettings_ = {};
}
evaluate( t ) {
const pp = this.parameterPositions;
let i1 = this._cachedIndex,
t1 = pp[ i1 ],
t0 = pp[ i1 - 1 ];
validate_interval: {
seek: {
let right;
linear_scan: {
//- See http://jsperf.com/comparison-to-undefined/3
//- slower code:
//-
//- if ( t >= t1 || t1 === undefined ) {
forward_scan: if ( ! ( t < t1 ) ) {
for ( let giveUpAt = i1 + 2; ; ) {
if ( t1 === undefined ) {
if ( t < t0 ) break forward_scan;
// after end
i1 = pp.length;
this._cachedIndex = i1;
return this.copySampleValue_( i1 - 1 );
}
if ( i1 === giveUpAt ) break; // this loop
t0 = t1;
t1 = pp[ ++ i1 ];
if ( t < t1 ) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the right side of the index
right = pp.length;
break linear_scan;
}
//- slower code:
//- if ( t < t0 || t0 === undefined ) {
if ( ! ( t >= t0 ) ) {
// looping?
const t1global = pp[ 1 ];
if ( t < t1global ) {
i1 = 2; // + 1, using the scan for the details
t0 = t1global;
}
// linear reverse scan
for ( let giveUpAt = i1 - 2; ; ) {
if ( t0 === undefined ) {
// before start
this._cachedIndex = 0;
return this.copySampleValue_( 0 );
}
if ( i1 === giveUpAt ) break; // this loop
t1 = t0;
t0 = pp[ -- i1 - 1 ];
if ( t >= t0 ) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the left side of the index
right = i1;
i1 = 0;
break linear_scan;
}
// the interval is valid
break validate_interval;
} // linear scan
// binary search
while ( i1 < right ) {
const mid = ( i1 + right ) >>> 1;
if ( t < pp[ mid ] ) {
right = mid;
} else {
i1 = mid + 1;
}
}
t1 = pp[ i1 ];
t0 = pp[ i1 - 1 ];
// check boundary cases, again
if ( t0 === undefined ) {
this._cachedIndex = 0;
return this.copySampleValue_( 0 );
}
if ( t1 === undefined ) {
i1 = pp.length;
this._cachedIndex = i1;
return this.copySampleValue_( i1 - 1 );
}
} // seek
this._cachedIndex = i1;
this.intervalChanged_( i1, t0, t1 );
} // validate_interval
return this.interpolate_( i1, t0, t, t1 );
}
getSettings_() {
return this.settings || this.DefaultSettings_;
}
copySampleValue_( index ) {
// copies a sample value to the result buffer
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
offset = index * stride;
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] = values[ offset + i ];
}
return result;
}
// Template methods for derived classes:
interpolate_( /* i1, t0, t, t1 */ ) {
throw new Error( 'call to abstract method' );
// implementations shall return this.resultBuffer
}
intervalChanged_( /* i1, t0, t1 */ ) {
// empty
}
}
/**
* Fast and simple cubic spline interpolant.
*
* It was derived from a Hermitian construction setting the first derivative
* at each sample position to the linear slope between neighboring positions
* over their parameter interval.
*/
class CubicInterpolant extends Interpolant {
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
this._weightPrev = - 0;
this._offsetPrev = - 0;
this._weightNext = - 0;
this._offsetNext = - 0;
this.DefaultSettings_ = {
endingStart: ZeroCurvatureEnding,
endingEnd: ZeroCurvatureEnding
};
}
intervalChanged_( i1, t0, t1 ) {
const pp = this.parameterPositions;
let iPrev = i1 - 2,
iNext = i1 + 1,
tPrev = pp[ iPrev ],
tNext = pp[ iNext ];
if ( tPrev === undefined ) {
switch ( this.getSettings_().endingStart ) {
case ZeroSlopeEnding:
// f'(t0) = 0
iPrev = i1;
tPrev = 2 * t0 - t1;
break;
case WrapAroundEnding:
// use the other end of the curve
iPrev = pp.length - 2;
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
break;
default: // ZeroCurvatureEnding
// f''(t0) = 0 a.k.a. Natural Spline
iPrev = i1;
tPrev = t1;
}
}
if ( tNext === undefined ) {
switch ( this.getSettings_().endingEnd ) {
case ZeroSlopeEnding:
// f'(tN) = 0
iNext = i1;
tNext = 2 * t1 - t0;
break;
case WrapAroundEnding:
// use the other end of the curve
iNext = 1;
tNext = t1 + pp[ 1 ] - pp[ 0 ];
break;
default: // ZeroCurvatureEnding
// f''(tN) = 0, a.k.a. Natural Spline
iNext = i1 - 1;
tNext = t0;
}
}
const halfDt = ( t1 - t0 ) * 0.5,
stride = this.valueSize;
this._weightPrev = halfDt / ( t0 - tPrev );
this._weightNext = halfDt / ( tNext - t1 );
this._offsetPrev = iPrev * stride;
this._offsetNext = iNext * stride;
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
o1 = i1 * stride, o0 = o1 - stride,
oP = this._offsetPrev, oN = this._offsetNext,
wP = this._weightPrev, wN = this._weightNext,
p = ( t - t0 ) / ( t1 - t0 ),
pp = p * p,
ppp = pp * p;
// evaluate polynomials
const sP = - wP * ppp + 2 * wP * pp - wP * p;
const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
const sN = wN * ppp - wN * pp;
// combine data linearly
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] =
sP * values[ oP + i ] +
s0 * values[ o0 + i ] +
s1 * values[ o1 + i ] +
sN * values[ oN + i ];
}
return result;
}
}
class LinearInterpolant extends Interpolant {
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
offset1 = i1 * stride,
offset0 = offset1 - stride,
weight1 = ( t - t0 ) / ( t1 - t0 ),
weight0 = 1 - weight1;
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] =
values[ offset0 + i ] * weight0 +
values[ offset1 + i ] * weight1;
}
return result;
}
}
/**
*
* Interpolant that evaluates to the sample value at the position preceding
* the parameter.
*/
class DiscreteInterpolant extends Interpolant {
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1 /*, t0, t, t1 */ ) {
return this.copySampleValue_( i1 - 1 );
}
}
class KeyframeTrack {
constructor( name, times, values, interpolation ) {
if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
this.name = name;
this.times = convertArray( times, this.TimeBufferType );
this.values = convertArray( values, this.ValueBufferType );
this.setInterpolation( interpolation || this.DefaultInterpolation );
}
// Serialization (in static context, because of constructor invocation
// and automatic invocation of .toJSON):
static toJSON( track ) {
const trackType = track.constructor;
let json;
// derived classes can define a static toJSON method
if ( trackType.toJSON !== this.toJSON ) {
json = trackType.toJSON( track );
} else {
// by default, we assume the data can be serialized as-is
json = {
'name': track.name,
'times': convertArray( track.times, Array ),
'values': convertArray( track.values, Array )
};
const interpolation = track.getInterpolation();
if ( interpolation !== track.DefaultInterpolation ) {
json.interpolation = interpolation;
}
}
json.type = track.ValueTypeName; // mandatory
return json;
}
InterpolantFactoryMethodDiscrete( result ) {
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
}
InterpolantFactoryMethodLinear( result ) {
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
}
InterpolantFactoryMethodSmooth( result ) {
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
}
setInterpolation( interpolation ) {
let factoryMethod;
switch ( interpolation ) {
case InterpolateDiscrete:
factoryMethod = this.InterpolantFactoryMethodDiscrete;
break;
case InterpolateLinear:
factoryMethod = this.InterpolantFactoryMethodLinear;
break;
case InterpolateSmooth:
factoryMethod = this.InterpolantFactoryMethodSmooth;
break;
}
if ( factoryMethod === undefined ) {
const message = 'unsupported interpolation for ' +
this.ValueTypeName + ' keyframe track named ' + this.name;
if ( this.createInterpolant === undefined ) {
// fall back to default, unless the default itself is messed up
if ( interpolation !== this.DefaultInterpolation ) {
this.setInterpolation( this.DefaultInterpolation );
} else {
throw new Error( message ); // fatal, in this case
}
}
console.warn( 'THREE.KeyframeTrack:', message );
return this;
}
this.createInterpolant = factoryMethod;
return this;
}
getInterpolation() {
switch ( this.createInterpolant ) {
case this.InterpolantFactoryMethodDiscrete:
return InterpolateDiscrete;
case this.InterpolantFactoryMethodLinear:
return InterpolateLinear;
case this.InterpolantFactoryMethodSmooth:
return InterpolateSmooth;
}
}
getValueSize() {
return this.values.length / this.times.length;
}
// move all keyframes either forwards or backwards in time
shift( timeOffset ) {
if ( timeOffset !== 0.0 ) {
const times = this.times;
for ( let i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] += timeOffset;
}
}
return this;
}
// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
scale( timeScale ) {
if ( timeScale !== 1.0 ) {
const times = this.times;
for ( let i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] *= timeScale;
}
}
return this;
}
// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
trim( startTime, endTime ) {
const times = this.times,
nKeys = times.length;
let from = 0,
to = nKeys - 1;
while ( from !== nKeys && times[ from ] < startTime ) {
++ from;
}
while ( to !== - 1 && times[ to ] > endTime ) {
-- to;
}
++ to; // inclusive -> exclusive bound
if ( from !== 0 || to !== nKeys ) {
// empty tracks are forbidden, so keep at least one keyframe
if ( from >= to ) {
to = Math.max( to, 1 );
from = to - 1;
}
const stride = this.getValueSize();
this.times = times.slice( from, to );
this.values = this.values.slice( from * stride, to * stride );
}
return this;
}
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
validate() {
let valid = true;
const valueSize = this.getValueSize();
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
valid = false;
}
const times = this.times,
values = this.values,
nKeys = times.length;
if ( nKeys === 0 ) {
console.error( 'THREE.KeyframeTrack: Track is empty.', this );
valid = false;
}
let prevTime = null;
for ( let i = 0; i !== nKeys; i ++ ) {
const currTime = times[ i ];
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
valid = false;
break;
}
if ( prevTime !== null && prevTime > currTime ) {
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
valid = false;
break;
}
prevTime = currTime;
}
if ( values !== undefined ) {
if ( isTypedArray( values ) ) {
for ( let i = 0, n = values.length; i !== n; ++ i ) {
const value = values[ i ];
if ( isNaN( value ) ) {
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
valid = false;
break;
}
}
}
}
return valid;
}
// removes equivalent sequential keys as common in morph target sequences
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
optimize() {
// times or values may be shared with other tracks, so overwriting is unsafe
const times = this.times.slice(),
values = this.values.slice(),
stride = this.getValueSize(),
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
lastIndex = times.length - 1;
let writeIndex = 1;
for ( let i = 1; i < lastIndex; ++ i ) {
let keep = false;
const time = times[ i ];
const timeNext = times[ i + 1 ];
// remove adjacent keyframes scheduled at the same time
if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
if ( ! smoothInterpolation ) {
// remove unnecessary keyframes same as their neighbors
const offset = i * stride,
offsetP = offset - stride,
offsetN = offset + stride;
for ( let j = 0; j !== stride; ++ j ) {
const value = values[ offset + j ];
if ( value !== values[ offsetP + j ] ||
value !== values[ offsetN + j ] ) {
keep = true;
break;
}
}
} else {
keep = true;
}
}
// in-place compaction
if ( keep ) {
if ( i !== writeIndex ) {
times[ writeIndex ] = times[ i ];
const readOffset = i * stride,
writeOffset = writeIndex * stride;
for ( let j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
}
++ writeIndex;
}
}
// flush last keyframe (compaction looks ahead)
if ( lastIndex > 0 ) {
times[ writeIndex ] = times[ lastIndex ];
for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
++ writeIndex;
}
if ( writeIndex !== times.length ) {
this.times = times.slice( 0, writeIndex );
this.values = values.slice( 0, writeIndex * stride );
} else {
this.times = times;
this.values = values;
}
return this;
}
clone() {
const times = this.times.slice();
const values = this.values.slice();
const TypedKeyframeTrack = this.constructor;
const track = new TypedKeyframeTrack( this.name, times, values );
// Interpolant argument to constructor is not saved, so copy the factory method directly.
track.createInterpolant = this.createInterpolant;
return track;
}
}
KeyframeTrack.prototype.TimeBufferType = Float32Array;
KeyframeTrack.prototype.ValueBufferType = Float32Array;
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
/**
* A Track of Boolean keyframe values.
*/
class BooleanKeyframeTrack extends KeyframeTrack {
// No interpolation parameter because only InterpolateDiscrete is valid.
constructor( name, times, values ) {
super( name, times, values );
}
}
BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A Track of keyframe values that represent color.
*/
class ColorKeyframeTrack extends KeyframeTrack {}
ColorKeyframeTrack.prototype.ValueTypeName = 'color';
/**
* A Track of numeric keyframe values.
*/
class NumberKeyframeTrack extends KeyframeTrack {}
NumberKeyframeTrack.prototype.ValueTypeName = 'number';
/**
* Spherical linear unit quaternion interpolant.
*/
class QuaternionLinearInterpolant extends Interpolant {
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
alpha = ( t - t0 ) / ( t1 - t0 );
let offset = i1 * stride;
for ( let end = offset + stride; offset !== end; offset += 4 ) {
Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
}
return result;
}
}
/**
* A Track of quaternion keyframe values.
*/
class QuaternionKeyframeTrack extends KeyframeTrack {
InterpolantFactoryMethodLinear( result ) {
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
}
}
QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
// ValueBufferType is inherited
// DefaultInterpolation is inherited;
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A Track that interpolates Strings
*/
class StringKeyframeTrack extends KeyframeTrack {
// No interpolation parameter because only InterpolateDiscrete is valid.
constructor( name, times, values ) {
super( name, times, values );
}
}
StringKeyframeTrack.prototype.ValueTypeName = 'string';
StringKeyframeTrack.prototype.ValueBufferType = Array;
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A Track of vectored keyframe values.
*/
class VectorKeyframeTrack extends KeyframeTrack {}
VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
class AnimationClip {
constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {
this.name = name;
this.tracks = tracks;
this.duration = duration;
this.blendMode = blendMode;
this.uuid = generateUUID();
// this means it should figure out its duration by scanning the tracks
if ( this.duration < 0 ) {
this.resetDuration();
}
}
static parse( json ) {
const tracks = [],
jsonTracks = json.tracks,
frameTime = 1.0 / ( json.fps || 1.0 );
for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
}
const clip = new this( json.name, json.duration, tracks, json.blendMode );
clip.uuid = json.uuid;
return clip;
}
static toJSON( clip ) {
const tracks = [],
clipTracks = clip.tracks;
const json = {
'name': clip.name,
'duration': clip.duration,
'tracks': tracks,
'uuid': clip.uuid,
'blendMode': clip.blendMode
};
for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
}
return json;
}
static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
const numMorphTargets = morphTargetSequence.length;
const tracks = [];
for ( let i = 0; i < numMorphTargets; i ++ ) {
let times = [];
let values = [];
times.push(
( i + numMorphTargets - 1 ) % numMorphTargets,
i,
( i + 1 ) % numMorphTargets );
values.push( 0, 1, 0 );
const order = getKeyframeOrder( times );
times = sortedArray( times, 1, order );
values = sortedArray( values, 1, order );
// if there is a key at the first frame, duplicate it as the
// last frame as well for perfect loop.
if ( ! noLoop && times[ 0 ] === 0 ) {
times.push( numMorphTargets );
values.push( values[ 0 ] );
}
tracks.push(
new NumberKeyframeTrack(
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
times, values
).scale( 1.0 / fps ) );
}
return new this( name, - 1, tracks );
}
static findByName( objectOrClipArray, name ) {
let clipArray = objectOrClipArray;
if ( ! Array.isArray( objectOrClipArray ) ) {
const o = objectOrClipArray;
clipArray = o.geometry && o.geometry.animations || o.animations;
}
for ( let i = 0; i < clipArray.length; i ++ ) {
if ( clipArray[ i ].name === name ) {
return clipArray[ i ];
}
}
return null;
}
static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
const animationToMorphTargets = {};
// tested with https://regex101.com/ on trick sequences
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
const pattern = /^([\w-]*?)([\d]+)$/;
// sort morph target names into animation groups based
// patterns like Walk_001, Walk_002, Run_001, Run_002
for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
const morphTarget = morphTargets[ i ];
const parts = morphTarget.name.match( pattern );
if ( parts && parts.length > 1 ) {
const name = parts[ 1 ];
let animationMorphTargets = animationToMorphTargets[ name ];
if ( ! animationMorphTargets ) {
animationToMorphTargets[ name ] = animationMorphTargets = [];
}
animationMorphTargets.push( morphTarget );
}
}
const clips = [];
for ( const name in animationToMorphTargets ) {
clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
}
return clips;
}
// parse the animation.hierarchy format
static parseAnimation( animation, bones ) {
if ( ! animation ) {
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
return null;
}
const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
// only return track if there are actually keys.
if ( animationKeys.length !== 0 ) {
const times = [];
const values = [];
flattenJSON( animationKeys, times, values, propertyName );
// empty keys are filtered out, so check again
if ( times.length !== 0 ) {
destTracks.push( new trackType( trackName, times, values ) );
}
}
};
const tracks = [];
const clipName = animation.name || 'default';
const fps = animation.fps || 30;
const blendMode = animation.blendMode;
// automatic length determination in AnimationClip.
let duration = animation.length || - 1;
const hierarchyTracks = animation.hierarchy || [];
for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
const animationKeys = hierarchyTracks[ h ].keys;
// skip empty tracks
if ( ! animationKeys || animationKeys.length === 0 ) continue;
// process morph targets
if ( animationKeys[ 0 ].morphTargets ) {
// figure out all morph targets used in this track
const morphTargetNames = {};
let k;
for ( k = 0; k < animationKeys.length; k ++ ) {
if ( animationKeys[ k ].morphTargets ) {
for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
}
}
}
// create a track for each morph target with all zero
// morphTargetInfluences except for the keys in which
// the morphTarget is named.
for ( const morphTargetName in morphTargetNames ) {
const times = [];
const values = [];
for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
const animationKey = animationKeys[ k ];
times.push( animationKey.time );
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
}
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
}
duration = morphTargetNames.length * fps;
} else {
// ...assume skeletal animation
const boneName = '.bones[' + bones[ h ].name + ']';
addNonemptyTrack(
VectorKeyframeTrack, boneName + '.position',
animationKeys, 'pos', tracks );
addNonemptyTrack(
QuaternionKeyframeTrack, boneName + '.quaternion',
animationKeys, 'rot', tracks );
addNonemptyTrack(
VectorKeyframeTrack, boneName + '.scale',
animationKeys, 'scl', tracks );
}
}
if ( tracks.length === 0 ) {
return null;
}
const clip = new this( clipName, duration, tracks, blendMode );
return clip;
}
resetDuration() {
const tracks = this.tracks;
let duration = 0;
for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
const track = this.tracks[ i ];
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
}
this.duration = duration;
return this;
}
trim() {
for ( let i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].trim( 0, this.duration );
}
return this;
}
validate() {
let valid = true;
for ( let i = 0; i < this.tracks.length; i ++ ) {
valid = valid && this.tracks[ i ].validate();
}
return valid;
}
optimize() {
for ( let i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].optimize();
}
return this;
}
clone() {
const tracks = [];
for ( let i = 0; i < this.tracks.length; i ++ ) {
tracks.push( this.tracks[ i ].clone() );
}
return new this.constructor( this.name, this.duration, tracks, this.blendMode );
}
toJSON() {
return this.constructor.toJSON( this );
}
}
function getTrackTypeForValueTypeName( typeName ) {
switch ( typeName.toLowerCase() ) {
case 'scalar':
case 'double':
case 'float':
case 'number':
case 'integer':
return NumberKeyframeTrack;
case 'vector':
case 'vector2':
case 'vector3':
case 'vector4':
return VectorKeyframeTrack;
case 'color':
return ColorKeyframeTrack;
case 'quaternion':
return QuaternionKeyframeTrack;
case 'bool':
case 'boolean':
return BooleanKeyframeTrack;
case 'string':
return StringKeyframeTrack;
}
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
}
function parseKeyframeTrack( json ) {
if ( json.type === undefined ) {
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
}
const trackType = getTrackTypeForValueTypeName( json.type );
if ( json.times === undefined ) {
const times = [], values = [];
flattenJSON( json.keys, times, values, 'value' );
json.times = times;
json.values = values;
}
// derived classes can define a static parse method
if ( trackType.parse !== undefined ) {
return trackType.parse( json );
} else {
// by default, we assume a constructor compatible with the base
return new trackType( json.name, json.times, json.values, json.interpolation );
}
}
const Cache = {
enabled: false,
files: {},
add: function ( key, file ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Adding key:', key );
this.files[ key ] = file;
},
get: function ( key ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Checking key:', key );
return this.files[ key ];
},
remove: function ( key ) {
delete this.files[ key ];
},
clear: function () {
this.files = {};
}
};
class LoadingManager {
constructor( onLoad, onProgress, onError ) {
const scope = this;
let isLoading = false;
let itemsLoaded = 0;
let itemsTotal = 0;
let urlModifier = undefined;
const handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
this.onStart = undefined;
this.onLoad = onLoad;
this.onProgress = onProgress;
this.onError = onError;
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
this.resolveURL = function ( url ) {
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
this.setURLModifier = function ( transform ) {
urlModifier = transform;
return this;
};
this.addHandler = function ( regex, loader ) {
handlers.push( regex, loader );
return this;
};
this.removeHandler = function ( regex ) {
const index = handlers.indexOf( regex );
if ( index !== - 1 ) {
handlers.splice( index, 2 );
}
return this;
};
this.getHandler = function ( file ) {
for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
const regex = handlers[ i ];
const loader = handlers[ i + 1 ];
if ( regex.global ) regex.lastIndex = 0; // see #17920
if ( regex.test( file ) ) {
return loader;
}
}
return null;
};
}
}
const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
class Loader {
constructor( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
this.crossOrigin = 'anonymous';
this.withCredentials = false;
this.path = '';
this.resourcePath = '';
this.requestHeader = {};
}
load( /* url, onLoad, onProgress, onError */ ) {}
loadAsync( url, onProgress ) {
const scope = this;
return new Promise( function ( resolve, reject ) {
scope.load( url, resolve, onProgress, reject );
} );
}
parse( /* data */ ) {}
setCrossOrigin( crossOrigin ) {
this.crossOrigin = crossOrigin;
return this;
}
setWithCredentials( value ) {
this.withCredentials = value;
return this;
}
setPath( path ) {
this.path = path;
return this;
}
setResourcePath( resourcePath ) {
this.resourcePath = resourcePath;
return this;
}
setRequestHeader( requestHeader ) {
this.requestHeader = requestHeader;
return this;
}
}
Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
const loading = {};
class HttpError extends Error {
constructor( message, response ) {
super( message );
this.response = response;
}
}
class FileLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = '';
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const cached = Cache.get( url );
if ( cached !== undefined ) {
this.manager.itemStart( url );
setTimeout( () => {
if ( onLoad ) onLoad( cached );
this.manager.itemEnd( url );
}, 0 );
return cached;
}
// Check if request is duplicate
if ( loading[ url ] !== undefined ) {
loading[ url ].push( {
onLoad: onLoad,
onProgress: onProgress,
onError: onError
} );
return;
}
// Initialise array for duplicate requests
loading[ url ] = [];
loading[ url ].push( {
onLoad: onLoad,
onProgress: onProgress,
onError: onError,
} );
// create request
const req = new Request( url, {
headers: new Headers( this.requestHeader ),
credentials: this.withCredentials ? 'include' : 'same-origin',
// An abort controller could be added within a future PR
} );
// record states ( avoid data race )
const mimeType = this.mimeType;
const responseType = this.responseType;
// start the fetch
fetch( req )
.then( response => {
if ( response.status === 200 || response.status === 0 ) {
// Some browsers return HTTP Status 0 when using non-http protocol
// e.g. 'file://' or 'data://'. Handle as success.
if ( response.status === 0 ) {
console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
}
// Workaround: Checking if response.body === undefined for Alipay browser #23548
if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
return response;
}
const callbacks = loading[ url ];
const reader = response.body.getReader();
// Nginx needs X-File-Size check
// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
const total = contentLength ? parseInt( contentLength ) : 0;
const lengthComputable = total !== 0;
let loaded = 0;
// periodically read data into the new stream tracking while download progress
const stream = new ReadableStream( {
start( controller ) {
readData();
function readData() {
reader.read().then( ( { done, value } ) => {
if ( done ) {
controller.close();
} else {
loaded += value.byteLength;
const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onProgress ) callback.onProgress( event );
}
controller.enqueue( value );
readData();
}
}, ( e ) => {
controller.error( e );
} );
}
}
} );
return new Response( stream );
} else {
throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
}
} )
.then( response => {
switch ( responseType ) {
case 'arraybuffer':
return response.arrayBuffer();
case 'blob':
return response.blob();
case 'document':
return response.text()
.then( text => {
const parser = new DOMParser();
return parser.parseFromString( text, mimeType );
} );
case 'json':
return response.json();
default:
if ( mimeType === undefined ) {
return response.text();
} else {
// sniff encoding
const re = /charset="?([^;"\s]*)"?/i;
const exec = re.exec( mimeType );
const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
const decoder = new TextDecoder( label );
return response.arrayBuffer().then( ab => decoder.decode( ab ) );
}
}
} )
.then( data => {
// Add to cache only on HTTP success, so that we do not cache
// error response bodies as proper responses to requests.
Cache.add( url, data );
const callbacks = loading[ url ];
delete loading[ url ];
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onLoad ) callback.onLoad( data );
}
} )
.catch( err => {
// Abort errors and other errors are handled the same
const callbacks = loading[ url ];
if ( callbacks === undefined ) {
// When onLoad was called and url was deleted in `loading`
this.manager.itemError( url );
throw err;
}
delete loading[ url ];
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onError ) callback.onError( err );
}
this.manager.itemError( url );
} )
.finally( () => {
this.manager.itemEnd( url );
} );
this.manager.itemStart( url );
}
setResponseType( value ) {
this.responseType = value;
return this;
}
setMimeType( value ) {
this.mimeType = value;
return this;
}
}
class AnimationLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
parse( json ) {
const animations = [];
for ( let i = 0; i < json.length; i ++ ) {
const clip = AnimationClip.parse( json[ i ] );
animations.push( clip );
}
return animations;
}
}
/**
* Abstract Base class to block based textures loader (dds, pvr, ...)
*
* Sub classes have to implement the parse() method which will be used in load().
*/
class CompressedTextureLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const images = [];
const texture = new CompressedTexture();
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( scope.withCredentials );
let loaded = 0;
function loadTexture( i ) {
loader.load( url[ i ], function ( buffer ) {
const texDatas = scope.parse( buffer, true );
images[ i ] = {
width: texDatas.width,
height: texDatas.height,
format: texDatas.format,
mipmaps: texDatas.mipmaps
};
loaded += 1;
if ( loaded === 6 ) {
if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
texture.image = images;
texture.format = texDatas.format;
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, onProgress, onError );
}
if ( Array.isArray( url ) ) {
for ( let i = 0, il = url.length; i < il; ++ i ) {
loadTexture( i );
}
} else {
// compressed cubemap texture stored in a single DDS file
loader.load( url, function ( buffer ) {
const texDatas = scope.parse( buffer, true );
if ( texDatas.isCubemap ) {
const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
for ( let f = 0; f < faces; f ++ ) {
images[ f ] = { mipmaps: [] };
for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
images[ f ].format = texDatas.format;
images[ f ].width = texDatas.width;
images[ f ].height = texDatas.height;
}
}
texture.image = images;
} else {
texture.image.width = texDatas.width;
texture.image.height = texDatas.height;
texture.mipmaps = texDatas.mipmaps;
}
if ( texDatas.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
texture.format = texDatas.format;
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}, onProgress, onError );
}
return texture;
}
}
class ImageLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
const image = createElementNS( 'img' );
function onImageLoad() {
removeEventListeners();
Cache.add( url, this );
if ( onLoad ) onLoad( this );
scope.manager.itemEnd( url );
}
function onImageError( event ) {
removeEventListeners();
if ( onError ) onError( event );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
}
function removeEventListeners() {
image.removeEventListener( 'load', onImageLoad, false );
image.removeEventListener( 'error', onImageError, false );
}
image.addEventListener( 'load', onImageLoad, false );
image.addEventListener( 'error', onImageError, false );
if ( url.slice( 0, 5 ) !== 'data:' ) {
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
}
scope.manager.itemStart( url );
image.src = url;
return image;
}
}
class CubeTextureLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( urls, onLoad, onProgress, onError ) {
const texture = new CubeTexture();
texture.colorSpace = SRGBColorSpace;
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
let loaded = 0;
function loadTexture( i ) {
loader.load( urls[ i ], function ( image ) {
texture.images[ i ] = image;
loaded ++;
if ( loaded === 6 ) {
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, undefined, onError );
}
for ( let i = 0; i < urls.length; ++ i ) {
loadTexture( i );
}
return texture;
}
}
/**
* Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
*
* Sub classes have to implement the parse() method which will be used in load().
*/
class DataTextureLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const texture = new DataTexture();
const loader = new FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setPath( this.path );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( buffer ) {
let texData;
try {
texData = scope.parse( buffer );
} catch ( error ) {
if ( onError !== undefined ) {
onError( error );
} else {
console.error( error );
return;
}
}
if ( texData.image !== undefined ) {
texture.image = texData.image;
} else if ( texData.data !== undefined ) {
texture.image.width = texData.width;
texture.image.height = texData.height;
texture.image.data = texData.data;
}
texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
if ( texData.colorSpace !== undefined ) {
texture.colorSpace = texData.colorSpace;
}
if ( texData.flipY !== undefined ) {
texture.flipY = texData.flipY;
}
if ( texData.format !== undefined ) {
texture.format = texData.format;
}
if ( texData.type !== undefined ) {
texture.type = texData.type;
}
if ( texData.mipmaps !== undefined ) {
texture.mipmaps = texData.mipmaps;
texture.minFilter = LinearMipmapLinearFilter; // presumably...
}
if ( texData.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
if ( texData.generateMipmaps !== undefined ) {
texture.generateMipmaps = texData.generateMipmaps;
}
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture, texData );
}, onProgress, onError );
return texture;
}
}
class TextureLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const texture = new Texture();
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.load( url, function ( image ) {
texture.image = image;
texture.needsUpdate = true;
if ( onLoad !== undefined ) {
onLoad( texture );
}
}, onProgress, onError );
return texture;
}
}
class Light extends Object3D {
constructor( color, intensity = 1 ) {
super();
this.isLight = true;
this.type = 'Light';
this.color = new Color( color );
this.intensity = intensity;
}
dispose() {
// Empty here in base class; some subclasses override.
}
copy( source, recursive ) {
super.copy( source, recursive );
this.color.copy( source.color );
this.intensity = source.intensity;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.color = this.color.getHex();
data.object.intensity = this.intensity;
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
if ( this.distance !== undefined ) data.object.distance = this.distance;
if ( this.angle !== undefined ) data.object.angle = this.angle;
if ( this.decay !== undefined ) data.object.decay = this.decay;
if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
if ( this.target !== undefined ) data.object.target = this.target.uuid;
return data;
}
}
class HemisphereLight extends Light {
constructor( skyColor, groundColor, intensity ) {
super( skyColor, intensity );
this.isHemisphereLight = true;
this.type = 'HemisphereLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
this.groundColor = new Color( groundColor );
}
copy( source, recursive ) {
super.copy( source, recursive );
this.groundColor.copy( source.groundColor );
return this;
}
}
const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
const _lookTarget$1 = /*@__PURE__*/ new Vector3();
class LightShadow {
constructor( camera ) {
this.camera = camera;
this.intensity = 1;
this.bias = 0;
this.normalBias = 0;
this.radius = 1;
this.blurSamples = 8;
this.mapSize = new Vector2( 512, 512 );
this.map = null;
this.mapPass = null;
this.matrix = new Matrix4();
this.autoUpdate = true;
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2( 1, 1 );
this._viewportCount = 1;
this._viewports = [
new Vector4( 0, 0, 1, 1 )
];
}
getViewportCount() {
return this._viewportCount;
}
getFrustum() {
return this._frustum;
}
updateMatrices( light ) {
const shadowCamera = this.camera;
const shadowMatrix = this.matrix;
_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
shadowCamera.position.copy( _lightPositionWorld$1 );
_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
shadowCamera.lookAt( _lookTarget$1 );
shadowCamera.updateMatrixWorld();
_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
shadowMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
shadowMatrix.multiply( _projScreenMatrix$1 );
}
getViewport( viewportIndex ) {
return this._viewports[ viewportIndex ];
}
getFrameExtents() {
return this._frameExtents;
}
dispose() {
if ( this.map ) {
this.map.dispose();
}
if ( this.mapPass ) {
this.mapPass.dispose();
}
}
copy( source ) {
this.camera = source.camera.clone();
this.intensity = source.intensity;
this.bias = source.bias;
this.radius = source.radius;
this.mapSize.copy( source.mapSize );
return this;
}
clone() {
return new this.constructor().copy( this );
}
toJSON() {
const object = {};
if ( this.intensity !== 1 ) object.intensity = this.intensity;
if ( this.bias !== 0 ) object.bias = this.bias;
if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
if ( this.radius !== 1 ) object.radius = this.radius;
if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
object.camera = this.camera.toJSON( false ).object;
delete object.camera.matrix;
return object;
}
}
class SpotLightShadow extends LightShadow {
constructor() {
super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
this.isSpotLightShadow = true;
this.focus = 1;
}
updateMatrices( light ) {
const camera = this.camera;
const fov = RAD2DEG * 2 * light.angle * this.focus;
const aspect = this.mapSize.width / this.mapSize.height;
const far = light.distance || camera.far;
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
camera.fov = fov;
camera.aspect = aspect;
camera.far = far;
camera.updateProjectionMatrix();
}
super.updateMatrices( light );
}
copy( source ) {
super.copy( source );
this.focus = source.focus;
return this;
}
}
class SpotLight extends Light {
constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
super( color, intensity );
this.isSpotLight = true;
this.type = 'SpotLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
this.target = new Object3D();
this.distance = distance;
this.angle = angle;
this.penumbra = penumbra;
this.decay = decay;
this.map = null;
this.shadow = new SpotLightShadow();
}
get power() {
// compute the light's luminous power (in lumens) from its intensity (in candela)
// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
return this.intensity * Math.PI;
}
set power( power ) {
// set the light's intensity (in candela) from the desired luminous power (in lumens)
this.intensity = power / Math.PI;
}
dispose() {
this.shadow.dispose();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.distance = source.distance;
this.angle = source.angle;
this.penumbra = source.penumbra;
this.decay = source.decay;
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
}
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();
class PointLightShadow extends LightShadow {
constructor() {
super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
this.isPointLightShadow = true;
this._frameExtents = new Vector2( 4, 2 );
this._viewportCount = 6;
this._viewports = [
// These viewports map a cube-map onto a 2D texture with the
// following orientation:
//
// xzXZ
// y Y
//
// X - Positive x direction
// x - Negative x direction
// Y - Positive y direction
// y - Negative y direction
// Z - Positive z direction
// z - Negative z direction
// positive X
new Vector4( 2, 1, 1, 1 ),
// negative X
new Vector4( 0, 1, 1, 1 ),
// positive Z
new Vector4( 3, 1, 1, 1 ),
// negative Z
new Vector4( 1, 1, 1, 1 ),
// positive Y
new Vector4( 3, 0, 1, 1 ),
// negative Y
new Vector4( 1, 0, 1, 1 )
];
this._cubeDirections = [
new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
];
this._cubeUps = [
new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
];
}
updateMatrices( light, viewportIndex = 0 ) {
const camera = this.camera;
const shadowMatrix = this.matrix;
const far = light.distance || camera.far;
if ( far !== camera.far ) {
camera.far = far;
camera.updateProjectionMatrix();
}
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
camera.position.copy( _lightPositionWorld );
_lookTarget.copy( camera.position );
_lookTarget.add( this._cubeDirections[ viewportIndex ] );
camera.up.copy( this._cubeUps[ viewportIndex ] );
camera.lookAt( _lookTarget );
camera.updateMatrixWorld();
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
this._frustum.setFromProjectionMatrix( _projScreenMatrix );
}
}
class PointLight extends Light {
constructor( color, intensity, distance = 0, decay = 2 ) {
super( color, intensity );
this.isPointLight = true;
this.type = 'PointLight';
this.distance = distance;
this.decay = decay;
this.shadow = new PointLightShadow();
}
get power() {
// compute the light's luminous power (in lumens) from its intensity (in candela)
// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
return this.intensity * 4 * Math.PI;
}
set power( power ) {
// set the light's intensity (in candela) from the desired luminous power (in lumens)
this.intensity = power / ( 4 * Math.PI );
}
dispose() {
this.shadow.dispose();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.distance = source.distance;
this.decay = source.decay;
this.shadow = source.shadow.clone();
return this;
}
}
class OrthographicCamera extends Camera {
constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {
super();
this.isOrthographicCamera = true;
this.type = 'OrthographicCamera';
this.zoom = 1;
this.view = null;
this.left = left;
this.right = right;
this.top = top;
this.bottom = bottom;
this.near = near;
this.far = far;
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.left = source.left;
this.right = source.right;
this.top = source.top;
this.bottom = source.bottom;
this.near = source.near;
this.far = source.far;
this.zoom = source.zoom;
this.view = source.view === null ? null : Object.assign( {}, source.view );
return this;
}
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
updateProjectionMatrix() {
const dx = ( this.right - this.left ) / ( 2 * this.zoom );
const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
const cx = ( this.right + this.left ) / 2;
const cy = ( this.top + this.bottom ) / 2;
let left = cx - dx;
let right = cx + dx;
let top = cy + dy;
let bottom = cy - dy;
if ( this.view !== null && this.view.enabled ) {
const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
left += scaleW * this.view.offsetX;
right = left + scaleW * this.view.width;
top -= scaleH * this.view.offsetY;
bottom = top - scaleH * this.view.height;
}
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.zoom = this.zoom;
data.object.left = this.left;
data.object.right = this.right;
data.object.top = this.top;
data.object.bottom = this.bottom;
data.object.near = this.near;
data.object.far = this.far;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
return data;
}
}
class DirectionalLightShadow extends LightShadow {
constructor() {
super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
this.isDirectionalLightShadow = true;
}
}
class DirectionalLight extends Light {
constructor( color, intensity ) {
super( color, intensity );
this.isDirectionalLight = true;
this.type = 'DirectionalLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
this.target = new Object3D();
this.shadow = new DirectionalLightShadow();
}
dispose() {
this.shadow.dispose();
}
copy( source ) {
super.copy( source );
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
}
class AmbientLight extends Light {
constructor( color, intensity ) {
super( color, intensity );
this.isAmbientLight = true;
this.type = 'AmbientLight';
}
}
class RectAreaLight extends Light {
constructor( color, intensity, width = 10, height = 10 ) {
super( color, intensity );
this.isRectAreaLight = true;
this.type = 'RectAreaLight';
this.width = width;
this.height = height;
}
get power() {
// compute the light's luminous power (in lumens) from its intensity (in nits)
return this.intensity * this.width * this.height * Math.PI;
}
set power( power ) {
// set the light's intensity (in nits) from the desired luminous power (in lumens)
this.intensity = power / ( this.width * this.height * Math.PI );
}
copy( source ) {
super.copy( source );
this.width = source.width;
this.height = source.height;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.width = this.width;
data.object.height = this.height;
return data;
}
}
/**
* Primary reference:
* https://graphics.stanford.edu/papers/envmap/envmap.pdf
*
* Secondary reference:
* https://www.ppsloan.org/publications/StupidSH36.pdf
*/
// 3-band SH defined by 9 coefficients
class SphericalHarmonics3 {
constructor() {
this.isSphericalHarmonics3 = true;
this.coefficients = [];
for ( let i = 0; i < 9; i ++ ) {
this.coefficients.push( new Vector3() );
}
}
set( coefficients ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].copy( coefficients[ i ] );
}
return this;
}
zero() {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].set( 0, 0, 0 );
}
return this;
}
// get the radiance in the direction of the normal
// target is a Vector3
getAt( normal, target ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
const coeff = this.coefficients;
// band 0
target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
// band 1
target.addScaledVector( coeff[ 1 ], 0.488603 * y );
target.addScaledVector( coeff[ 2 ], 0.488603 * z );
target.addScaledVector( coeff[ 3 ], 0.488603 * x );
// band 2
target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
return target;
}
// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
// target is a Vector3
// https://graphics.stanford.edu/papers/envmap/envmap.pdf
getIrradianceAt( normal, target ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
const coeff = this.coefficients;
// band 0
target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
// band 1
target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
// band 2
target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
return target;
}
add( sh ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].add( sh.coefficients[ i ] );
}
return this;
}
addScaledSH( sh, s ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
}
return this;
}
scale( s ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].multiplyScalar( s );
}
return this;
}
lerp( sh, alpha ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
}
return this;
}
equals( sh ) {
for ( let i = 0; i < 9; i ++ ) {
if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
return false;
}
}
return true;
}
copy( sh ) {
return this.set( sh.coefficients );
}
clone() {
return new this.constructor().copy( this );
}
fromArray( array, offset = 0 ) {
const coefficients = this.coefficients;
for ( let i = 0; i < 9; i ++ ) {
coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
}
return this;
}
toArray( array = [], offset = 0 ) {
const coefficients = this.coefficients;
for ( let i = 0; i < 9; i ++ ) {
coefficients[ i ].toArray( array, offset + ( i * 3 ) );
}
return array;
}
// evaluate the basis functions
// shBasis is an Array[ 9 ]
static getBasisAt( normal, shBasis ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
// band 0
shBasis[ 0 ] = 0.282095;
// band 1
shBasis[ 1 ] = 0.488603 * y;
shBasis[ 2 ] = 0.488603 * z;
shBasis[ 3 ] = 0.488603 * x;
// band 2
shBasis[ 4 ] = 1.092548 * x * y;
shBasis[ 5 ] = 1.092548 * y * z;
shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
shBasis[ 7 ] = 1.092548 * x * z;
shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
}
}
class LightProbe extends Light {
constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
super( undefined, intensity );
this.isLightProbe = true;
this.sh = sh;
}
copy( source ) {
super.copy( source );
this.sh.copy( source.sh );
return this;
}
fromJSON( json ) {
this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
this.sh.fromArray( json.sh );
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.sh = this.sh.toArray();
return data;
}
}
class MaterialLoader extends Loader {
constructor( manager ) {
super( manager );
this.textures = {};
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( scope.manager );
loader.setPath( scope.path );
loader.setRequestHeader( scope.requestHeader );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
parse( json ) {
const textures = this.textures;
function getTexture( name ) {
if ( textures[ name ] === undefined ) {
console.warn( 'THREE.MaterialLoader: Undefined texture', name );
}
return textures[ name ];
}
const material = this.createMaterialFromType( json.type );
if ( json.uuid !== undefined ) material.uuid = json.uuid;
if ( json.name !== undefined ) material.name = json.name;
if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
if ( json.roughness !== undefined ) material.roughness = json.roughness;
if ( json.metalness !== undefined ) material.metalness = json.metalness;
if ( json.sheen !== undefined ) material.sheen = json.sheen;
if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
if ( json.shininess !== undefined ) material.shininess = json.shininess;
if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
if ( json.transmission !== undefined ) material.transmission = json.transmission;
if ( json.thickness !== undefined ) material.thickness = json.thickness;
if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
if ( json.fog !== undefined ) material.fog = json.fog;
if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
if ( json.blending !== undefined ) material.blending = json.blending;
if ( json.combine !== undefined ) material.combine = json.combine;
if ( json.side !== undefined ) material.side = json.side;
if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
if ( json.opacity !== undefined ) material.opacity = json.opacity;
if ( json.transparent !== undefined ) material.transparent = json.transparent;
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
if ( json.rotation !== undefined ) material.rotation = json.rotation;
if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
if ( json.scale !== undefined ) material.scale = json.scale;
if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
if ( json.dithering !== undefined ) material.dithering = json.dithering;
if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
if ( json.visible !== undefined ) material.visible = json.visible;
if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
if ( json.userData !== undefined ) material.userData = json.userData;
if ( json.vertexColors !== undefined ) {
if ( typeof json.vertexColors === 'number' ) {
material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
} else {
material.vertexColors = json.vertexColors;
}
}
// Shader Material
if ( json.uniforms !== undefined ) {
for ( const name in json.uniforms ) {
const uniform = json.uniforms[ name ];
material.uniforms[ name ] = {};
switch ( uniform.type ) {
case 't':
material.uniforms[ name ].value = getTexture( uniform.value );
break;
case 'c':
material.uniforms[ name ].value = new Color().setHex( uniform.value );
break;
case 'v2':
material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
break;
case 'v3':
material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
break;
case 'v4':
material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
break;
case 'm3':
material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
break;
case 'm4':
material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
break;
default:
material.uniforms[ name ].value = uniform.value;
}
}
}
if ( json.defines !== undefined ) material.defines = json.defines;
if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
if ( json.extensions !== undefined ) {
for ( const key in json.extensions ) {
material.extensions[ key ] = json.extensions[ key ];
}
}
if ( json.lights !== undefined ) material.lights = json.lights;
if ( json.clipping !== undefined ) material.clipping = json.clipping;
// for PointsMaterial
if ( json.size !== undefined ) material.size = json.size;
if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
// maps
if ( json.map !== undefined ) material.map = getTexture( json.map );
if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
if ( json.normalScale !== undefined ) {
let normalScale = json.normalScale;
if ( Array.isArray( normalScale ) === false ) {
// Blender exporter used to export a scalar. See #7459
normalScale = [ normalScale, normalScale ];
}
material.normalScale = new Vector2().fromArray( normalScale );
}
if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
return material;
}
setTextures( value ) {
this.textures = value;
return this;
}
createMaterialFromType( type ) {
return MaterialLoader.createMaterialFromType( type );
}
static createMaterialFromType( type ) {
const materialLib = {
ShadowMaterial,
SpriteMaterial,
RawShaderMaterial,
ShaderMaterial,
PointsMaterial,
MeshPhysicalMaterial,
MeshStandardMaterial,
MeshPhongMaterial,
MeshToonMaterial,
MeshNormalMaterial,
MeshLambertMaterial,
MeshDepthMaterial,
MeshDistanceMaterial,
MeshBasicMaterial,
MeshMatcapMaterial,
LineDashedMaterial,
LineBasicMaterial,
Material
};
return new materialLib[ type ]();
}
}
class LoaderUtils {
static decodeText( array ) { // @deprecated, r165
console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' );
if ( typeof TextDecoder !== 'undefined' ) {
return new TextDecoder().decode( array );
}
// Avoid the String.fromCharCode.apply(null, array) shortcut, which
// throws a "maximum call stack size exceeded" error for large arrays.
let s = '';
for ( let i = 0, il = array.length; i < il; i ++ ) {
// Implicitly assumes little-endian.
s += String.fromCharCode( array[ i ] );
}
try {
// merges multi-byte utf-8 characters.
return decodeURIComponent( escape( s ) );
} catch ( e ) { // see #16358
return s;
}
}
static extractUrlBase( url ) {
const index = url.lastIndexOf( '/' );
if ( index === - 1 ) return './';
return url.slice( 0, index + 1 );
}
static resolveURL( url, path ) {
// Invalid URL
if ( typeof url !== 'string' || url === '' ) return '';
// Host Relative URL
if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
}
// Absolute URL http://,https://,//
if ( /^(https?:)?\/\//i.test( url ) ) return url;
// Data URI
if ( /^data:.*,.*$/i.test( url ) ) return url;
// Blob URL
if ( /^blob:.*$/i.test( url ) ) return url;
// Relative URL
return path + url;
}
}
class InstancedBufferGeometry extends BufferGeometry {
constructor() {
super();
this.isInstancedBufferGeometry = true;
this.type = 'InstancedBufferGeometry';
this.instanceCount = Infinity;
}
copy( source ) {
super.copy( source );
this.instanceCount = source.instanceCount;
return this;
}
toJSON() {
const data = super.toJSON();
data.instanceCount = this.instanceCount;
data.isInstancedBufferGeometry = true;
return data;
}
}
class BufferGeometryLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( scope.manager );
loader.setPath( scope.path );
loader.setRequestHeader( scope.requestHeader );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
parse( json ) {
const interleavedBufferMap = {};
const arrayBufferMap = {};
function getInterleavedBuffer( json, uuid ) {
if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
const interleavedBuffers = json.interleavedBuffers;
const interleavedBuffer = interleavedBuffers[ uuid ];
const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
const array = getTypedArray( interleavedBuffer.type, buffer );
const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
ib.uuid = interleavedBuffer.uuid;
interleavedBufferMap[ uuid ] = ib;
return ib;
}
function getArrayBuffer( json, uuid ) {
if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
const arrayBuffers = json.arrayBuffers;
const arrayBuffer = arrayBuffers[ uuid ];
const ab = new Uint32Array( arrayBuffer ).buffer;
arrayBufferMap[ uuid ] = ab;
return ab;
}
const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
const index = json.data.index;
if ( index !== undefined ) {
const typedArray = getTypedArray( index.type, index.array );
geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
}
const attributes = json.data.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
let bufferAttribute;
if ( attribute.isInterleavedBufferAttribute ) {
const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
} else {
const typedArray = getTypedArray( attribute.type, attribute.array );
const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
}
if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
geometry.setAttribute( key, bufferAttribute );
}
const morphAttributes = json.data.morphAttributes;
if ( morphAttributes ) {
for ( const key in morphAttributes ) {
const attributeArray = morphAttributes[ key ];
const array = [];
for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
const attribute = attributeArray[ i ];
let bufferAttribute;
if ( attribute.isInterleavedBufferAttribute ) {
const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
} else {
const typedArray = getTypedArray( attribute.type, attribute.array );
bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
}
if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
array.push( bufferAttribute );
}
geometry.morphAttributes[ key ] = array;
}
}
const morphTargetsRelative = json.data.morphTargetsRelative;
if ( morphTargetsRelative ) {
geometry.morphTargetsRelative = true;
}
const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
if ( groups !== undefined ) {
for ( let i = 0, n = groups.length; i !== n; ++ i ) {
const group = groups[ i ];
geometry.addGroup( group.start, group.count, group.materialIndex );
}
}
const boundingSphere = json.data.boundingSphere;
if ( boundingSphere !== undefined ) {
const center = new Vector3();
if ( boundingSphere.center !== undefined ) {
center.fromArray( boundingSphere.center );
}
geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
}
if ( json.name ) geometry.name = json.name;
if ( json.userData ) geometry.userData = json.userData;
return geometry;
}
}
class ObjectLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
this.resourcePath = this.resourcePath || path;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
let json = null;
try {
json = JSON.parse( text );
} catch ( error ) {
if ( onError !== undefined ) onError( error );
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
return;
}
const metadata = json.metadata;
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
return;
}
scope.parse( json, onLoad );
}, onProgress, onError );
}
async loadAsync( url, onProgress ) {
const scope = this;
const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
this.resourcePath = this.resourcePath || path;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
const text = await loader.loadAsync( url, onProgress );
const json = JSON.parse( text );
const metadata = json.metadata;
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
}
return await scope.parseAsync( json );
}
parse( json, onLoad ) {
const animations = this.parseAnimations( json.animations );
const shapes = this.parseShapes( json.shapes );
const geometries = this.parseGeometries( json.geometries, shapes );
const images = this.parseImages( json.images, function () {
if ( onLoad !== undefined ) onLoad( object );
} );
const textures = this.parseTextures( json.textures, images );
const materials = this.parseMaterials( json.materials, textures );
const object = this.parseObject( json.object, geometries, materials, textures, animations );
const skeletons = this.parseSkeletons( json.skeletons, object );
this.bindSkeletons( object, skeletons );
this.bindLightTargets( object );
//
if ( onLoad !== undefined ) {
let hasImages = false;
for ( const uuid in images ) {
if ( images[ uuid ].data instanceof HTMLImageElement ) {
hasImages = true;
break;
}
}
if ( hasImages === false ) onLoad( object );
}
return object;
}
async parseAsync( json ) {
const animations = this.parseAnimations( json.animations );
const shapes = this.parseShapes( json.shapes );
const geometries = this.parseGeometries( json.geometries, shapes );
const images = await this.parseImagesAsync( json.images );
const textures = this.parseTextures( json.textures, images );
const materials = this.parseMaterials( json.materials, textures );
const object = this.parseObject( json.object, geometries, materials, textures, animations );
const skeletons = this.parseSkeletons( json.skeletons, object );
this.bindSkeletons( object, skeletons );
this.bindLightTargets( object );
return object;
}
parseShapes( json ) {
const shapes = {};
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const shape = new Shape().fromJSON( json[ i ] );
shapes[ shape.uuid ] = shape;
}
}
return shapes;
}
parseSkeletons( json, object ) {
const skeletons = {};
const bones = {};
// generate bone lookup table
object.traverse( function ( child ) {
if ( child.isBone ) bones[ child.uuid ] = child;
} );
// create skeletons
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const skeleton = new Skeleton().fromJSON( json[ i ], bones );
skeletons[ skeleton.uuid ] = skeleton;
}
}
return skeletons;
}
parseGeometries( json, shapes ) {
const geometries = {};
if ( json !== undefined ) {
const bufferGeometryLoader = new BufferGeometryLoader();
for ( let i = 0, l = json.length; i < l; i ++ ) {
let geometry;
const data = json[ i ];
switch ( data.type ) {
case 'BufferGeometry':
case 'InstancedBufferGeometry':
geometry = bufferGeometryLoader.parse( data );
break;
default:
if ( data.type in Geometries ) {
geometry = Geometries[ data.type ].fromJSON( data, shapes );
} else {
console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
}
}
geometry.uuid = data.uuid;
if ( data.name !== undefined ) geometry.name = data.name;
if ( data.userData !== undefined ) geometry.userData = data.userData;
geometries[ data.uuid ] = geometry;
}
}
return geometries;
}
parseMaterials( json, textures ) {
const cache = {}; // MultiMaterial
const materials = {};
if ( json !== undefined ) {
const loader = new MaterialLoader();
loader.setTextures( textures );
for ( let i = 0, l = json.length; i < l; i ++ ) {
const data = json[ i ];
if ( cache[ data.uuid ] === undefined ) {
cache[ data.uuid ] = loader.parse( data );
}
materials[ data.uuid ] = cache[ data.uuid ];
}
}
return materials;
}
parseAnimations( json ) {
const animations = {};
if ( json !== undefined ) {
for ( let i = 0; i < json.length; i ++ ) {
const data = json[ i ];
const clip = AnimationClip.parse( data );
animations[ clip.uuid ] = clip;
}
}
return animations;
}
parseImages( json, onLoad ) {
const scope = this;
const images = {};
let loader;
function loadImage( url ) {
scope.manager.itemStart( url );
return loader.load( url, function () {
scope.manager.itemEnd( url );
}, undefined, function () {
scope.manager.itemError( url );
scope.manager.itemEnd( url );
} );
}
function deserializeImage( image ) {
if ( typeof image === 'string' ) {
const url = image;
const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
return loadImage( path );
} else {
if ( image.data ) {
return {
data: getTypedArray( image.type, image.data ),
width: image.width,
height: image.height
};
} else {
return null;
}
}
}
if ( json !== undefined && json.length > 0 ) {
const manager = new LoadingManager( onLoad );
loader = new ImageLoader( manager );
loader.setCrossOrigin( this.crossOrigin );
for ( let i = 0, il = json.length; i < il; i ++ ) {
const image = json[ i ];
const url = image.url;
if ( Array.isArray( url ) ) {
// load array of images e.g CubeTexture
const imageArray = [];
for ( let j = 0, jl = url.length; j < jl; j ++ ) {
const currentUrl = url[ j ];
const deserializedImage = deserializeImage( currentUrl );
if ( deserializedImage !== null ) {
if ( deserializedImage instanceof HTMLImageElement ) {
imageArray.push( deserializedImage );
} else {
// special case: handle array of data textures for cube textures
imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
}
}
}
images[ image.uuid ] = new Source( imageArray );
} else {
// load single image
const deserializedImage = deserializeImage( image.url );
images[ image.uuid ] = new Source( deserializedImage );
}
}
}
return images;
}
async parseImagesAsync( json ) {
const scope = this;
const images = {};
let loader;
async function deserializeImage( image ) {
if ( typeof image === 'string' ) {
const url = image;
const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
return await loader.loadAsync( path );
} else {
if ( image.data ) {
return {
data: getTypedArray( image.type, image.data ),
width: image.width,
height: image.height
};
} else {
return null;
}
}
}
if ( json !== undefined && json.length > 0 ) {
loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
for ( let i = 0, il = json.length; i < il; i ++ ) {
const image = json[ i ];
const url = image.url;
if ( Array.isArray( url ) ) {
// load array of images e.g CubeTexture
const imageArray = [];
for ( let j = 0, jl = url.length; j < jl; j ++ ) {
const currentUrl = url[ j ];
const deserializedImage = await deserializeImage( currentUrl );
if ( deserializedImage !== null ) {
if ( deserializedImage instanceof HTMLImageElement ) {
imageArray.push( deserializedImage );
} else {
// special case: handle array of data textures for cube textures
imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
}
}
}
images[ image.uuid ] = new Source( imageArray );
} else {
// load single image
const deserializedImage = await deserializeImage( image.url );
images[ image.uuid ] = new Source( deserializedImage );
}
}
}
return images;
}
parseTextures( json, images ) {
function parseConstant( value, type ) {
if ( typeof value === 'number' ) return value;
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
return type[ value ];
}
const textures = {};
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const data = json[ i ];
if ( data.image === undefined ) {
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
}
if ( images[ data.image ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
}
const source = images[ data.image ];
const image = source.data;
let texture;
if ( Array.isArray( image ) ) {
texture = new CubeTexture();
if ( image.length === 6 ) texture.needsUpdate = true;
} else {
if ( image && image.data ) {
texture = new DataTexture();
} else {
texture = new Texture();
}
if ( image ) texture.needsUpdate = true; // textures can have undefined image data
}
texture.source = source;
texture.uuid = data.uuid;
if ( data.name !== undefined ) texture.name = data.name;
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
if ( data.channel !== undefined ) texture.channel = data.channel;
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
if ( data.center !== undefined ) texture.center.fromArray( data.center );
if ( data.rotation !== undefined ) texture.rotation = data.rotation;
if ( data.wrap !== undefined ) {
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
}
if ( data.format !== undefined ) texture.format = data.format;
if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
if ( data.type !== undefined ) texture.type = data.type;
if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
if ( data.flipY !== undefined ) texture.flipY = data.flipY;
if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
if ( data.userData !== undefined ) texture.userData = data.userData;
textures[ data.uuid ] = texture;
}
}
return textures;
}
parseObject( data, geometries, materials, textures, animations ) {
let object;
function getGeometry( name ) {
if ( geometries[ name ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
}
return geometries[ name ];
}
function getMaterial( name ) {
if ( name === undefined ) return undefined;
if ( Array.isArray( name ) ) {
const array = [];
for ( let i = 0, l = name.length; i < l; i ++ ) {
const uuid = name[ i ];
if ( materials[ uuid ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
}
array.push( materials[ uuid ] );
}
return array;
}
if ( materials[ name ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined material', name );
}
return materials[ name ];
}
function getTexture( uuid ) {
if ( textures[ uuid ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
}
return textures[ uuid ];
}
let geometry, material;
switch ( data.type ) {
case 'Scene':
object = new Scene();
if ( data.background !== undefined ) {
if ( Number.isInteger( data.background ) ) {
object.background = new Color( data.background );
} else {
object.background = getTexture( data.background );
}
}
if ( data.environment !== undefined ) {
object.environment = getTexture( data.environment );
}
if ( data.fog !== undefined ) {
if ( data.fog.type === 'Fog' ) {
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
} else if ( data.fog.type === 'FogExp2' ) {
object.fog = new FogExp2( data.fog.color, data.fog.density );
}
if ( data.fog.name !== '' ) {
object.fog.name = data.fog.name;
}
}
if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
break;
case 'PerspectiveCamera':
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
if ( data.focus !== undefined ) object.focus = data.focus;
if ( data.zoom !== undefined ) object.zoom = data.zoom;
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'OrthographicCamera':
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
if ( data.zoom !== undefined ) object.zoom = data.zoom;
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'AmbientLight':
object = new AmbientLight( data.color, data.intensity );
break;
case 'DirectionalLight':
object = new DirectionalLight( data.color, data.intensity );
object.target = data.target || '';
break;
case 'PointLight':
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
break;
case 'RectAreaLight':
object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
break;
case 'SpotLight':
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
object.target = data.target || '';
break;
case 'HemisphereLight':
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
break;
case 'LightProbe':
object = new LightProbe().fromJSON( data );
break;
case 'SkinnedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new SkinnedMesh( geometry, material );
if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
break;
case 'Mesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new Mesh( geometry, material );
break;
case 'InstancedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
const count = data.count;
const instanceMatrix = data.instanceMatrix;
const instanceColor = data.instanceColor;
object = new InstancedMesh( geometry, material, count );
object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
break;
case 'BatchedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
object.geometry = geometry;
object.perObjectFrustumCulled = data.perObjectFrustumCulled;
object.sortObjects = data.sortObjects;
object._drawRanges = data.drawRanges;
object._reservedRanges = data.reservedRanges;
object._visibility = data.visibility;
object._active = data.active;
object._bounds = data.bounds.map( bound => {
const box = new Box3();
box.min.fromArray( bound.boxMin );
box.max.fromArray( bound.boxMax );
const sphere = new Sphere();
sphere.radius = bound.sphereRadius;
sphere.center.fromArray( bound.sphereCenter );
return {
boxInitialized: bound.boxInitialized,
box: box,
sphereInitialized: bound.sphereInitialized,
sphere: sphere
};
} );
object._maxInstanceCount = data.maxInstanceCount;
object._maxVertexCount = data.maxVertexCount;
object._maxIndexCount = data.maxIndexCount;
object._geometryInitialized = data.geometryInitialized;
object._geometryCount = data.geometryCount;
object._matricesTexture = getTexture( data.matricesTexture.uuid );
if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
break;
case 'LOD':
object = new LOD();
break;
case 'Line':
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'LineLoop':
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'LineSegments':
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'PointCloud':
case 'Points':
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'Sprite':
object = new Sprite( getMaterial( data.material ) );
break;
case 'Group':
object = new Group();
break;
case 'Bone':
object = new Bone();
break;
default:
object = new Object3D();
}
object.uuid = data.uuid;
if ( data.name !== undefined ) object.name = data.name;
if ( data.matrix !== undefined ) {
object.matrix.fromArray( data.matrix );
if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
} else {
if ( data.position !== undefined ) object.position.fromArray( data.position );
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
}
if ( data.up !== undefined ) object.up.fromArray( data.up );
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
if ( data.shadow ) {
if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
}
if ( data.visible !== undefined ) object.visible = data.visible;
if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
if ( data.userData !== undefined ) object.userData = data.userData;
if ( data.layers !== undefined ) object.layers.mask = data.layers;
if ( data.children !== undefined ) {
const children = data.children;
for ( let i = 0; i < children.length; i ++ ) {
object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
}
}
if ( data.animations !== undefined ) {
const objectAnimations = data.animations;
for ( let i = 0; i < objectAnimations.length; i ++ ) {
const uuid = objectAnimations[ i ];
object.animations.push( animations[ uuid ] );
}
}
if ( data.type === 'LOD' ) {
if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
const levels = data.levels;
for ( let l = 0; l < levels.length; l ++ ) {
const level = levels[ l ];
const child = object.getObjectByProperty( 'uuid', level.object );
if ( child !== undefined ) {
object.addLevel( child, level.distance, level.hysteresis );
}
}
}
return object;
}
bindSkeletons( object, skeletons ) {
if ( Object.keys( skeletons ).length === 0 ) return;
object.traverse( function ( child ) {
if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
const skeleton = skeletons[ child.skeleton ];
if ( skeleton === undefined ) {
console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
} else {
child.bind( skeleton, child.bindMatrix );
}
}
} );
}
bindLightTargets( object ) {
object.traverse( function ( child ) {
if ( child.isDirectionalLight || child.isSpotLight ) {
const uuid = child.target;
const target = object.getObjectByProperty( 'uuid', uuid );
if ( target !== undefined ) {
child.target = target;
} else {
child.target = new Object3D();
}
}
} );
}
}
const TEXTURE_MAPPING = {
UVMapping: UVMapping,
CubeReflectionMapping: CubeReflectionMapping,
CubeRefractionMapping: CubeRefractionMapping,
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
CubeUVReflectionMapping: CubeUVReflectionMapping
};
const TEXTURE_WRAPPING = {
RepeatWrapping: RepeatWrapping,
ClampToEdgeWrapping: ClampToEdgeWrapping,
MirroredRepeatWrapping: MirroredRepeatWrapping
};
const TEXTURE_FILTER = {
NearestFilter: NearestFilter,
NearestMipmapNearestFilter: NearestMipmapNearestFilter,
NearestMipmapLinearFilter: NearestMipmapLinearFilter,
LinearFilter: LinearFilter,
LinearMipmapNearestFilter: LinearMipmapNearestFilter,
LinearMipmapLinearFilter: LinearMipmapLinearFilter
};
class ImageBitmapLoader extends Loader {
constructor( manager ) {
super( manager );
this.isImageBitmapLoader = true;
if ( typeof createImageBitmap === 'undefined' ) {
console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
}
if ( typeof fetch === 'undefined' ) {
console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
}
this.options = { premultiplyAlpha: 'none' };
}
setOptions( options ) {
this.options = options;
return this;
}
load( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = '';
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
// If cached is a promise, wait for it to resolve
if ( cached.then ) {
cached.then( imageBitmap => {
if ( onLoad ) onLoad( imageBitmap );
scope.manager.itemEnd( url );
} ).catch( e => {
if ( onError ) onError( e );
} );
return;
}
// If cached is not a promise (i.e., it's already an imageBitmap)
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
const fetchOptions = {};
fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
fetchOptions.headers = this.requestHeader;
const promise = fetch( url, fetchOptions ).then( function ( res ) {
return res.blob();
} ).then( function ( blob ) {
return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
} ).then( function ( imageBitmap ) {
Cache.add( url, imageBitmap );
if ( onLoad ) onLoad( imageBitmap );
scope.manager.itemEnd( url );
return imageBitmap;
} ).catch( function ( e ) {
if ( onError ) onError( e );
Cache.remove( url );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
} );
Cache.add( url, promise );
scope.manager.itemStart( url );
}
}
let _context;
class AudioContext {
static getContext() {
if ( _context === undefined ) {
_context = new ( window.AudioContext || window.webkitAudioContext )();
}
return _context;
}
static setContext( value ) {
_context = value;
}
}
class AudioLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( buffer ) {
try {
// Create a copy of the buffer. The `decodeAudioData` method
// detaches the buffer when complete, preventing reuse.
const bufferCopy = buffer.slice( 0 );
const context = AudioContext.getContext();
context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
onLoad( audioBuffer );
} ).catch( handleError );
} catch ( e ) {
handleError( e );
}
}, onProgress, onError );
function handleError( e ) {
if ( onError ) {
onError( e );
} else {
console.error( e );
}
scope.manager.itemError( url );
}
}
}
const _eyeRight = /*@__PURE__*/ new Matrix4();
const _eyeLeft = /*@__PURE__*/ new Matrix4();
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
class StereoCamera {
constructor() {
this.type = 'StereoCamera';
this.aspect = 1;
this.eyeSep = 0.064;
this.cameraL = new PerspectiveCamera();
this.cameraL.layers.enable( 1 );
this.cameraL.matrixAutoUpdate = false;
this.cameraR = new PerspectiveCamera();
this.cameraR.layers.enable( 2 );
this.cameraR.matrixAutoUpdate = false;
this._cache = {
focus: null,
fov: null,
aspect: null,
near: null,
far: null,
zoom: null,
eyeSep: null
};
}
update( camera ) {
const cache = this._cache;
const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
if ( needsUpdate ) {
cache.focus = camera.focus;
cache.fov = camera.fov;
cache.aspect = camera.aspect * this.aspect;
cache.near = camera.near;
cache.far = camera.far;
cache.zoom = camera.zoom;
cache.eyeSep = this.eyeSep;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
_projectionMatrix.copy( camera.projectionMatrix );
const eyeSepHalf = cache.eyeSep / 2;
const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
let xmin, xmax;
// translate xOffset
_eyeLeft.elements[ 12 ] = - eyeSepHalf;
_eyeRight.elements[ 12 ] = eyeSepHalf;
// for left eye
xmin = - ymax * cache.aspect + eyeSepOnProjection;
xmax = ymax * cache.aspect + eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( _projectionMatrix );
// for right eye
xmin = - ymax * cache.aspect - eyeSepOnProjection;
xmax = ymax * cache.aspect - eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraR.projectionMatrix.copy( _projectionMatrix );
}
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
}
}
class ArrayCamera extends PerspectiveCamera {
constructor( array = [] ) {
super();
this.isArrayCamera = true;
this.cameras = array;
}
}
class Clock {
constructor( autoStart = true ) {
this.autoStart = autoStart;
this.startTime = 0;
this.oldTime = 0;
this.elapsedTime = 0;
this.running = false;
}
start() {
this.startTime = now();
this.oldTime = this.startTime;
this.elapsedTime = 0;
this.running = true;
}
stop() {
this.getElapsedTime();
this.running = false;
this.autoStart = false;
}
getElapsedTime() {
this.getDelta();
return this.elapsedTime;
}
getDelta() {
let diff = 0;
if ( this.autoStart && ! this.running ) {
this.start();
return 0;
}
if ( this.running ) {
const newTime = now();
diff = ( newTime - this.oldTime ) / 1000;
this.oldTime = newTime;
this.elapsedTime += diff;
}
return diff;
}
}
function now() {
return performance.now();
}
const _position$1 = /*@__PURE__*/ new Vector3();
const _quaternion$1 = /*@__PURE__*/ new Quaternion();
const _scale$1 = /*@__PURE__*/ new Vector3();
const _orientation$1 = /*@__PURE__*/ new Vector3();
class AudioListener extends Object3D {
constructor() {
super();
this.type = 'AudioListener';
this.context = AudioContext.getContext();
this.gain = this.context.createGain();
this.gain.connect( this.context.destination );
this.filter = null;
this.timeDelta = 0;
// private
this._clock = new Clock();
}
getInput() {
return this.gain;
}
removeFilter() {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter );
this.filter.disconnect( this.context.destination );
this.gain.connect( this.context.destination );
this.filter = null;
}
return this;
}
getFilter() {
return this.filter;
}
setFilter( value ) {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter );
this.filter.disconnect( this.context.destination );
} else {
this.gain.disconnect( this.context.destination );
}
this.filter = value;
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
}
getMasterVolume() {
return this.gain.gain.value;
}
setMasterVolume( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
const listener = this.context.listener;
const up = this.up;
this.timeDelta = this._clock.getDelta();
this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );
if ( listener.positionX ) {
// code path for Chrome (see #14393)
const endTime = this.context.currentTime + this.timeDelta;
listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
listener.upX.linearRampToValueAtTime( up.x, endTime );
listener.upY.linearRampToValueAtTime( up.y, endTime );
listener.upZ.linearRampToValueAtTime( up.z, endTime );
} else {
listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
}
}
}
class Audio extends Object3D {
constructor( listener ) {
super();
this.type = 'Audio';
this.listener = listener;
this.context = listener.context;
this.gain = this.context.createGain();
this.gain.connect( listener.getInput() );
this.autoplay = false;
this.buffer = null;
this.detune = 0;
this.loop = false;
this.loopStart = 0;
this.loopEnd = 0;
this.offset = 0;
this.duration = undefined;
this.playbackRate = 1;
this.isPlaying = false;
this.hasPlaybackControl = true;
this.source = null;
this.sourceType = 'empty';
this._startedAt = 0;
this._progress = 0;
this._connected = false;
this.filters = [];
}
getOutput() {
return this.gain;
}
setNodeSource( audioNode ) {
this.hasPlaybackControl = false;
this.sourceType = 'audioNode';
this.source = audioNode;
this.connect();
return this;
}
setMediaElementSource( mediaElement ) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaNode';
this.source = this.context.createMediaElementSource( mediaElement );
this.connect();
return this;
}
setMediaStreamSource( mediaStream ) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaStreamNode';
this.source = this.context.createMediaStreamSource( mediaStream );
this.connect();
return this;
}
setBuffer( audioBuffer ) {
this.buffer = audioBuffer;
this.sourceType = 'buffer';
if ( this.autoplay ) this.play();
return this;
}
play( delay = 0 ) {
if ( this.isPlaying === true ) {
console.warn( 'THREE.Audio: Audio is already playing.' );
return;
}
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this._startedAt = this.context.currentTime + delay;
const source = this.context.createBufferSource();
source.buffer = this.buffer;
source.loop = this.loop;
source.loopStart = this.loopStart;
source.loopEnd = this.loopEnd;
source.onended = this.onEnded.bind( this );
source.start( this._startedAt, this._progress + this.offset, this.duration );
this.isPlaying = true;
this.source = source;
this.setDetune( this.detune );
this.setPlaybackRate( this.playbackRate );
return this.connect();
}
pause() {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
if ( this.isPlaying === true ) {
// update current progress
this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
if ( this.loop === true ) {
// ensure _progress does not exceed duration with looped audios
this._progress = this._progress % ( this.duration || this.buffer.duration );
}
this.source.stop();
this.source.onended = null;
this.isPlaying = false;
}
return this;
}
stop( delay = 0 ) {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this._progress = 0;
if ( this.source !== null ) {
this.source.stop( this.context.currentTime + delay );
this.source.onended = null;
}
this.isPlaying = false;
return this;
}
connect() {
if ( this.filters.length > 0 ) {
this.source.connect( this.filters[ 0 ] );
for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].connect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
} else {
this.source.connect( this.getOutput() );
}
this._connected = true;
return this;
}
disconnect() {
if ( this._connected === false ) {
return;
}
if ( this.filters.length > 0 ) {
this.source.disconnect( this.filters[ 0 ] );
for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
} else {
this.source.disconnect( this.getOutput() );
}
this._connected = false;
return this;
}
getFilters() {
return this.filters;
}
setFilters( value ) {
if ( ! value ) value = [];
if ( this._connected === true ) {
this.disconnect();
this.filters = value.slice();
this.connect();
} else {
this.filters = value.slice();
}
return this;
}
setDetune( value ) {
this.detune = value;
if ( this.isPlaying === true && this.source.detune !== undefined ) {
this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
}
return this;
}
getDetune() {
return this.detune;
}
getFilter() {
return this.getFilters()[ 0 ];
}
setFilter( filter ) {
return this.setFilters( filter ? [ filter ] : [] );
}
setPlaybackRate( value ) {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this.playbackRate = value;
if ( this.isPlaying === true ) {
this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
}
return this;
}
getPlaybackRate() {
return this.playbackRate;
}
onEnded() {
this.isPlaying = false;
this._progress = 0;
}
getLoop() {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return false;
}
return this.loop;
}
setLoop( value ) {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this.loop = value;
if ( this.isPlaying === true ) {
this.source.loop = this.loop;
}
return this;
}
setLoopStart( value ) {
this.loopStart = value;
return this;
}
setLoopEnd( value ) {
this.loopEnd = value;
return this;
}
getVolume() {
return this.gain.gain.value;
}
setVolume( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.sourceType !== 'buffer' ) {
console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
return this;
}
this.autoplay = source.autoplay;
this.buffer = source.buffer;
this.detune = source.detune;
this.loop = source.loop;
this.loopStart = source.loopStart;
this.loopEnd = source.loopEnd;
this.offset = source.offset;
this.duration = source.duration;
this.playbackRate = source.playbackRate;
this.hasPlaybackControl = source.hasPlaybackControl;
this.sourceType = source.sourceType;
this.filters = source.filters.slice();
return this;
}
clone( recursive ) {
return new this.constructor( this.listener ).copy( this, recursive );
}
}
const _position = /*@__PURE__*/ new Vector3();
const _quaternion = /*@__PURE__*/ new Quaternion();
const _scale = /*@__PURE__*/ new Vector3();
const _orientation = /*@__PURE__*/ new Vector3();
class PositionalAudio extends Audio {
constructor( listener ) {
super( listener );
this.panner = this.context.createPanner();
this.panner.panningModel = 'HRTF';
this.panner.connect( this.gain );
}
connect() {
super.connect();
this.panner.connect( this.gain );
}
disconnect() {
super.disconnect();
this.panner.disconnect( this.gain );
}
getOutput() {
return this.panner;
}
getRefDistance() {
return this.panner.refDistance;
}
setRefDistance( value ) {
this.panner.refDistance = value;
return this;
}
getRolloffFactor() {
return this.panner.rolloffFactor;
}
setRolloffFactor( value ) {
this.panner.rolloffFactor = value;
return this;
}
getDistanceModel() {
return this.panner.distanceModel;
}
setDistanceModel( value ) {
this.panner.distanceModel = value;
return this;
}
getMaxDistance() {
return this.panner.maxDistance;
}
setMaxDistance( value ) {
this.panner.maxDistance = value;
return this;
}
setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
this.panner.coneInnerAngle = coneInnerAngle;
this.panner.coneOuterAngle = coneOuterAngle;
this.panner.coneOuterGain = coneOuterGain;
return this;
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
this.matrixWorld.decompose( _position, _quaternion, _scale );
_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
const panner = this.panner;
if ( panner.positionX ) {
// code path for Chrome and Firefox (see #14393)
const endTime = this.context.currentTime + this.listener.timeDelta;
panner.positionX.linearRampToValueAtTime( _position.x, endTime );
panner.positionY.linearRampToValueAtTime( _position.y, endTime );
panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
} else {
panner.setPosition( _position.x, _position.y, _position.z );
panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
}
}
}
class AudioAnalyser {
constructor( audio, fftSize = 2048 ) {
this.analyser = audio.context.createAnalyser();
this.analyser.fftSize = fftSize;
this.data = new Uint8Array( this.analyser.frequencyBinCount );
audio.getOutput().connect( this.analyser );
}
getFrequencyData() {
this.analyser.getByteFrequencyData( this.data );
return this.data;
}
getAverageFrequency() {
let value = 0;
const data = this.getFrequencyData();
for ( let i = 0; i < data.length; i ++ ) {
value += data[ i ];
}
return value / data.length;
}
}
class PropertyMixer {
constructor( binding, typeName, valueSize ) {
this.binding = binding;
this.valueSize = valueSize;
let mixFunction,
mixFunctionAdditive,
setIdentity;
// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
//
// interpolators can use .buffer as their .result
// the data then goes to 'incoming'
//
// 'accu0' and 'accu1' are used frame-interleaved for
// the cumulative result and are compared to detect
// changes
//
// 'orig' stores the original state of the property
//
// 'add' is used for additive cumulative results
//
// 'work' is optional and is only present for quaternion types. It is used
// to store intermediate quaternion multiplication results
switch ( typeName ) {
case 'quaternion':
mixFunction = this._slerp;
mixFunctionAdditive = this._slerpAdditive;
setIdentity = this._setAdditiveIdentityQuaternion;
this.buffer = new Float64Array( valueSize * 6 );
this._workIndex = 5;
break;
case 'string':
case 'bool':
mixFunction = this._select;
// Use the regular mix function and for additive on these types,
// additive is not relevant for non-numeric types
mixFunctionAdditive = this._select;
setIdentity = this._setAdditiveIdentityOther;
this.buffer = new Array( valueSize * 5 );
break;
default:
mixFunction = this._lerp;
mixFunctionAdditive = this._lerpAdditive;
setIdentity = this._setAdditiveIdentityNumeric;
this.buffer = new Float64Array( valueSize * 5 );
}
this._mixBufferRegion = mixFunction;
this._mixBufferRegionAdditive = mixFunctionAdditive;
this._setIdentity = setIdentity;
this._origIndex = 3;
this._addIndex = 4;
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
this.useCount = 0;
this.referenceCount = 0;
}
// accumulate data in the 'incoming' region into 'accu<i>'
accumulate( accuIndex, weight ) {
// note: happily accumulating nothing when weight = 0, the caller knows
// the weight and shouldn't have made the call in the first place
const buffer = this.buffer,
stride = this.valueSize,
offset = accuIndex * stride + stride;
let currentWeight = this.cumulativeWeight;
if ( currentWeight === 0 ) {
// accuN := incoming * weight
for ( let i = 0; i !== stride; ++ i ) {
buffer[ offset + i ] = buffer[ i ];
}
currentWeight = weight;
} else {
// accuN := accuN + incoming * weight
currentWeight += weight;
const mix = weight / currentWeight;
this._mixBufferRegion( buffer, offset, 0, mix, stride );
}
this.cumulativeWeight = currentWeight;
}
// accumulate data in the 'incoming' region into 'add'
accumulateAdditive( weight ) {
const buffer = this.buffer,
stride = this.valueSize,
offset = stride * this._addIndex;
if ( this.cumulativeWeightAdditive === 0 ) {
// add = identity
this._setIdentity();
}
// add := add + incoming * weight
this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
this.cumulativeWeightAdditive += weight;
}
// apply the state of 'accu<i>' to the binding when accus differ
apply( accuIndex ) {
const stride = this.valueSize,
buffer = this.buffer,
offset = accuIndex * stride + stride,
weight = this.cumulativeWeight,
weightAdditive = this.cumulativeWeightAdditive,
binding = this.binding;
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
if ( weight < 1 ) {
// accuN := accuN + original * ( 1 - cumulativeWeight )
const originalValueOffset = stride * this._origIndex;
this._mixBufferRegion(
buffer, offset, originalValueOffset, 1 - weight, stride );
}
if ( weightAdditive > 0 ) {
// accuN := accuN + additive accuN
this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
}
for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
if ( buffer[ i ] !== buffer[ i + stride ] ) {
// value has changed -> update scene graph
binding.setValue( buffer, offset );
break;
}
}
}
// remember the state of the bound property and copy it to both accus
saveOriginalState() {
const binding = this.binding;
const buffer = this.buffer,
stride = this.valueSize,
originalValueOffset = stride * this._origIndex;
binding.getValue( buffer, originalValueOffset );
// accu[0..1] := orig -- initially detect changes against the original
for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
}
// Add to identity for additive
this._setIdentity();
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
}
// apply the state previously taken via 'saveOriginalState' to the binding
restoreOriginalState() {
const originalValueOffset = this.valueSize * 3;
this.binding.setValue( this.buffer, originalValueOffset );
}
_setAdditiveIdentityNumeric() {
const startIndex = this._addIndex * this.valueSize;
const endIndex = startIndex + this.valueSize;
for ( let i = startIndex; i < endIndex; i ++ ) {
this.buffer[ i ] = 0;
}
}
_setAdditiveIdentityQuaternion() {
this._setAdditiveIdentityNumeric();
this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
}
_setAdditiveIdentityOther() {
const startIndex = this._origIndex * this.valueSize;
const targetIndex = this._addIndex * this.valueSize;
for ( let i = 0; i < this.valueSize; i ++ ) {
this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
}
}
// mix functions
_select( buffer, dstOffset, srcOffset, t, stride ) {
if ( t >= 0.5 ) {
for ( let i = 0; i !== stride; ++ i ) {
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
}
}
}
_slerp( buffer, dstOffset, srcOffset, t ) {
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
}
_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
const workOffset = this._workIndex * stride;
// Store result in intermediate buffer offset
Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
// Slerp to the intermediate result
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
}
_lerp( buffer, dstOffset, srcOffset, t, stride ) {
const s = 1 - t;
for ( let i = 0; i !== stride; ++ i ) {
const j = dstOffset + i;
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
}
}
_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
for ( let i = 0; i !== stride; ++ i ) {
const j = dstOffset + i;
buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
}
}
}
// Characters [].:/ are reserved for track binding syntax.
const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
const _trackRe = new RegExp( ''
+ '^'
+ _directoryRe
+ _nodeRe
+ _objectRe
+ _propertyRe
+ '$'
);
const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
class Composite {
constructor( targetGroup, path, optionalParsedPath ) {
const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
this._targetGroup = targetGroup;
this._bindings = targetGroup.subscribe_( path, parsedPath );
}
getValue( array, offset ) {
this.bind(); // bind all binding
const firstValidIndex = this._targetGroup.nCachedObjects_,
binding = this._bindings[ firstValidIndex ];
// and only call .getValue on the first
if ( binding !== undefined ) binding.getValue( array, offset );
}
setValue( array, offset ) {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].setValue( array, offset );
}
}
bind() {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].bind();
}
}
unbind() {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].unbind();
}
}
}
// Note: This class uses a State pattern on a per-method basis:
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
// prototype version of these methods with one that represents
// the bound state. When the property is not found, the methods
// become no-ops.
class PropertyBinding {
constructor( rootNode, path, parsedPath ) {
this.path = path;
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
this.rootNode = rootNode;
// initial state of these methods that calls 'bind'
this.getValue = this._getValue_unbound;
this.setValue = this._setValue_unbound;
}
static create( root, path, parsedPath ) {
if ( ! ( root && root.isAnimationObjectGroup ) ) {
return new PropertyBinding( root, path, parsedPath );
} else {
return new PropertyBinding.Composite( root, path, parsedPath );
}
}
/**
* Replaces spaces with underscores and removes unsupported characters from
* node names, to ensure compatibility with parseTrackName().
*
* @param {string} name Node name to be sanitized.
* @return {string}
*/
static sanitizeNodeName( name ) {
return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
}
static parseTrackName( trackName ) {
const matches = _trackRe.exec( trackName );
if ( matches === null ) {
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
}
const results = {
// directoryName: matches[ 1 ], // (tschw) currently unused
nodeName: matches[ 2 ],
objectName: matches[ 3 ],
objectIndex: matches[ 4 ],
propertyName: matches[ 5 ], // required
propertyIndex: matches[ 6 ]
};
const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
if ( lastDot !== undefined && lastDot !== - 1 ) {
const objectName = results.nodeName.substring( lastDot + 1 );
// Object names must be checked against an allowlist. Otherwise, there
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
// 'bar' could be the objectName, or part of a nodeName (which can
// include '.' characters).
if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
results.nodeName = results.nodeName.substring( 0, lastDot );
results.objectName = objectName;
}
}
if ( results.propertyName === null || results.propertyName.length === 0 ) {
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
}
return results;
}
static findNode( root, nodeName ) {
if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
return root;
}
// search into skeleton bones.
if ( root.skeleton ) {
const bone = root.skeleton.getBoneByName( nodeName );
if ( bone !== undefined ) {
return bone;
}
}
// search into node subtree.
if ( root.children ) {
const searchNodeSubtree = function ( children ) {
for ( let i = 0; i < children.length; i ++ ) {
const childNode = children[ i ];
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
return childNode;
}
const result = searchNodeSubtree( childNode.children );
if ( result ) return result;
}
return null;
};
const subTreeNode = searchNodeSubtree( root.children );
if ( subTreeNode ) {
return subTreeNode;
}
}
return null;
}
// these are used to "bind" a nonexistent property
_getValue_unavailable() {}
_setValue_unavailable() {}
// Getters
_getValue_direct( buffer, offset ) {
buffer[ offset ] = this.targetObject[ this.propertyName ];
}
_getValue_array( buffer, offset ) {
const source = this.resolvedProperty;
for ( let i = 0, n = source.length; i !== n; ++ i ) {
buffer[ offset ++ ] = source[ i ];
}
}
_getValue_arrayElement( buffer, offset ) {
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
}
_getValue_toArray( buffer, offset ) {
this.resolvedProperty.toArray( buffer, offset );
}
// Direct
_setValue_direct( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
}
_setValue_direct_setNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
this.targetObject.needsUpdate = true;
}
_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
this.targetObject.matrixWorldNeedsUpdate = true;
}
// EntireArray
_setValue_array( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
}
_setValue_array_setNeedsUpdate( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.needsUpdate = true;
}
_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.matrixWorldNeedsUpdate = true;
}
// ArrayElement
_setValue_arrayElement( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
}
_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
this.targetObject.needsUpdate = true;
}
_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
this.targetObject.matrixWorldNeedsUpdate = true;
}
// HasToFromArray
_setValue_fromArray( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
}
_setValue_fromArray_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
this.targetObject.needsUpdate = true;
}
_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
this.targetObject.matrixWorldNeedsUpdate = true;
}
_getValue_unbound( targetArray, offset ) {
this.bind();
this.getValue( targetArray, offset );
}
_setValue_unbound( sourceArray, offset ) {
this.bind();
this.setValue( sourceArray, offset );
}
// create getter / setter pair for a property in the scene graph
bind() {
let targetObject = this.node;
const parsedPath = this.parsedPath;
const objectName = parsedPath.objectName;
const propertyName = parsedPath.propertyName;
let propertyIndex = parsedPath.propertyIndex;
if ( ! targetObject ) {
targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
this.node = targetObject;
}
// set fail state so we can just 'return' on error
this.getValue = this._getValue_unavailable;
this.setValue = this._setValue_unavailable;
// ensure there is a value node
if ( ! targetObject ) {
console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
return;
}
if ( objectName ) {
let objectIndex = parsedPath.objectIndex;
// special cases were we need to reach deeper into the hierarchy to get the face materials....
switch ( objectName ) {
case 'materials':
if ( ! targetObject.material ) {
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.materials ) {
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
return;
}
targetObject = targetObject.material.materials;
break;
case 'bones':
if ( ! targetObject.skeleton ) {
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
return;
}
// potential future optimization: skip this if propertyIndex is already an integer
// and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones;
// support resolving morphTarget names into indices.
for ( let i = 0; i < targetObject.length; i ++ ) {
if ( targetObject[ i ].name === objectIndex ) {
objectIndex = i;
break;
}
}
break;
case 'map':
if ( 'map' in targetObject ) {
targetObject = targetObject.map;
break;
}
if ( ! targetObject.material ) {
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.map ) {
console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
return;
}
targetObject = targetObject.material.map;
break;
default:
if ( targetObject[ objectName ] === undefined ) {
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
return;
}
targetObject = targetObject[ objectName ];
}
if ( objectIndex !== undefined ) {
if ( targetObject[ objectIndex ] === undefined ) {
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
return;
}
targetObject = targetObject[ objectIndex ];
}
}
// resolve property
const nodeProperty = targetObject[ propertyName ];
if ( nodeProperty === undefined ) {
const nodeName = parsedPath.nodeName;
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
'.' + propertyName + ' but it wasn\'t found.', targetObject );
return;
}
// determine versioning scheme
let versioning = this.Versioning.None;
this.targetObject = targetObject;
if ( targetObject.needsUpdate !== undefined ) { // material
versioning = this.Versioning.NeedsUpdate;
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
versioning = this.Versioning.MatrixWorldNeedsUpdate;
}
// determine how the property gets bound
let bindingType = this.BindingType.Direct;
if ( propertyIndex !== undefined ) {
// access a sub element of the property array (only primitives are supported right now)
if ( propertyName === 'morphTargetInfluences' ) {
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
// support resolving morphTarget names into indices.
if ( ! targetObject.geometry ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
return;
}
if ( ! targetObject.geometry.morphAttributes ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
return;
}
if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
}
}
bindingType = this.BindingType.ArrayElement;
this.resolvedProperty = nodeProperty;
this.propertyIndex = propertyIndex;
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray;
this.resolvedProperty = nodeProperty;
} else if ( Array.isArray( nodeProperty ) ) {
bindingType = this.BindingType.EntireArray;
this.resolvedProperty = nodeProperty;
} else {
this.propertyName = propertyName;
}
// select getter / setter
this.getValue = this.GetterByBindingType[ bindingType ];
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
}
unbind() {
this.node = null;
// back to the prototype version of getValue / setValue
// note: avoiding to mutate the shape of 'this' via 'delete'
this.getValue = this._getValue_unbound;
this.setValue = this._setValue_unbound;
}
}
PropertyBinding.Composite = Composite;
PropertyBinding.prototype.BindingType = {
Direct: 0,
EntireArray: 1,
ArrayElement: 2,
HasFromToArray: 3
};
PropertyBinding.prototype.Versioning = {
None: 0,
NeedsUpdate: 1,
MatrixWorldNeedsUpdate: 2
};
PropertyBinding.prototype.GetterByBindingType = [
PropertyBinding.prototype._getValue_direct,
PropertyBinding.prototype._getValue_array,
PropertyBinding.prototype._getValue_arrayElement,
PropertyBinding.prototype._getValue_toArray,
];
PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
[
// Direct
PropertyBinding.prototype._setValue_direct,
PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
], [
// EntireArray
PropertyBinding.prototype._setValue_array,
PropertyBinding.prototype._setValue_array_setNeedsUpdate,
PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
], [
// ArrayElement
PropertyBinding.prototype._setValue_arrayElement,
PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
], [
// HasToFromArray
PropertyBinding.prototype._setValue_fromArray,
PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
]
];
/**
*
* A group of objects that receives a shared animation state.
*
* Usage:
*
* - Add objects you would otherwise pass as 'root' to the
* constructor or the .clipAction method of AnimationMixer.
*
* - Instead pass this object as 'root'.
*
* - You can also add and remove objects later when the mixer
* is running.
*
* Note:
*
* Objects of this class appear as one object to the mixer,
* so cache control of the individual objects must be done
* on the group.
*
* Limitation:
*
* - The animated properties must be compatible among the
* all objects in the group.
*
* - A single property can either be controlled through a
* target group or directly, but not both.
*/
class AnimationObjectGroup {
constructor() {
this.isAnimationObjectGroup = true;
this.uuid = generateUUID();
// cached objects followed by the active ones
this._objects = Array.prototype.slice.call( arguments );
this.nCachedObjects_ = 0; // threshold
// note: read by PropertyBinding.Composite
const indices = {};
this._indicesByUUID = indices; // for bookkeeping
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
indices[ arguments[ i ].uuid ] = i;
}
this._paths = []; // inside: string
this._parsedPaths = []; // inside: { we don't care, here }
this._bindings = []; // inside: Array< PropertyBinding >
this._bindingsIndicesByPath = {}; // inside: indices in these arrays
const scope = this;
this.stats = {
objects: {
get total() {
return scope._objects.length;
},
get inUse() {
return this.total - scope.nCachedObjects_;
}
},
get bindingsPerObject() {
return scope._bindings.length;
}
};
}
add() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
nBindings = bindings.length;
let knownObject = undefined,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid;
let index = indicesByUUID[ uuid ];
if ( index === undefined ) {
// unknown object -> add it to the ACTIVE region
index = nObjects ++;
indicesByUUID[ uuid ] = index;
objects.push( object );
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
}
} else if ( index < nCachedObjects ) {
knownObject = objects[ index ];
// move existing object to the ACTIVE region
const firstActiveIndex = -- nCachedObjects,
lastCachedObject = objects[ firstActiveIndex ];
indicesByUUID[ lastCachedObject.uuid ] = index;
objects[ index ] = lastCachedObject;
indicesByUUID[ uuid ] = firstActiveIndex;
objects[ firstActiveIndex ] = object;
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
lastCached = bindingsForPath[ firstActiveIndex ];
let binding = bindingsForPath[ index ];
bindingsForPath[ index ] = lastCached;
if ( binding === undefined ) {
// since we do not bother to create new bindings
// for objects that are cached, the binding may
// or may not exist
binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
}
bindingsForPath[ firstActiveIndex ] = binding;
}
} else if ( objects[ index ] !== knownObject ) {
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
remove() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
bindings = this._bindings,
nBindings = bindings.length;
let nCachedObjects = this.nCachedObjects_;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid,
index = indicesByUUID[ uuid ];
if ( index !== undefined && index >= nCachedObjects ) {
// move existing object into the CACHED region
const lastCachedIndex = nCachedObjects ++,
firstActiveObject = objects[ lastCachedIndex ];
indicesByUUID[ firstActiveObject.uuid ] = index;
objects[ index ] = firstActiveObject;
indicesByUUID[ uuid ] = lastCachedIndex;
objects[ lastCachedIndex ] = object;
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
firstActive = bindingsForPath[ lastCachedIndex ],
binding = bindingsForPath[ index ];
bindingsForPath[ index ] = firstActive;
bindingsForPath[ lastCachedIndex ] = binding;
}
}
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
// remove & forget
uncache() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
bindings = this._bindings,
nBindings = bindings.length;
let nCachedObjects = this.nCachedObjects_,
nObjects = objects.length;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid,
index = indicesByUUID[ uuid ];
if ( index !== undefined ) {
delete indicesByUUID[ uuid ];
if ( index < nCachedObjects ) {
// object is cached, shrink the CACHED region
const firstActiveIndex = -- nCachedObjects,
lastCachedObject = objects[ firstActiveIndex ],
lastIndex = -- nObjects,
lastObject = objects[ lastIndex ];
// last cached object takes this object's place
indicesByUUID[ lastCachedObject.uuid ] = index;
objects[ index ] = lastCachedObject;
// last object goes to the activated slot and pop
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
objects[ firstActiveIndex ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
lastCached = bindingsForPath[ firstActiveIndex ],
last = bindingsForPath[ lastIndex ];
bindingsForPath[ index ] = lastCached;
bindingsForPath[ firstActiveIndex ] = last;
bindingsForPath.pop();
}
} else {
// object is active, just swap with the last and pop
const lastIndex = -- nObjects,
lastObject = objects[ lastIndex ];
if ( lastIndex > 0 ) {
indicesByUUID[ lastObject.uuid ] = index;
}
objects[ index ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ];
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
bindingsForPath.pop();
}
} // cached or active
} // if object is known
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
// Internal interface used by befriended PropertyBinding.Composite:
subscribe_( path, parsedPath ) {
// returns an array of bindings for the given path that is changed
// according to the contained objects in the group
const indicesByPath = this._bindingsIndicesByPath;
let index = indicesByPath[ path ];
const bindings = this._bindings;
if ( index !== undefined ) return bindings[ index ];
const paths = this._paths,
parsedPaths = this._parsedPaths,
objects = this._objects,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_,
bindingsForPath = new Array( nObjects );
index = bindings.length;
indicesByPath[ path ] = index;
paths.push( path );
parsedPaths.push( parsedPath );
bindings.push( bindingsForPath );
for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
const object = objects[ i ];
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
}
return bindingsForPath;
}
unsubscribe_( path ) {
// tells the group to forget about a property path and no longer
// update the array previously obtained with 'subscribe_'
const indicesByPath = this._bindingsIndicesByPath,
index = indicesByPath[ path ];
if ( index !== undefined ) {
const paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
lastBindingsIndex = bindings.length - 1,
lastBindings = bindings[ lastBindingsIndex ],
lastBindingsPath = path[ lastBindingsIndex ];
indicesByPath[ lastBindingsPath ] = index;
bindings[ index ] = lastBindings;
bindings.pop();
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
parsedPaths.pop();
paths[ index ] = paths[ lastBindingsIndex ];
paths.pop();
}
}
}
class AnimationAction {
constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
this._mixer = mixer;
this._clip = clip;
this._localRoot = localRoot;
this.blendMode = blendMode;
const tracks = clip.tracks,
nTracks = tracks.length,
interpolants = new Array( nTracks );
const interpolantSettings = {
endingStart: ZeroCurvatureEnding,
endingEnd: ZeroCurvatureEnding
};
for ( let i = 0; i !== nTracks; ++ i ) {
const interpolant = tracks[ i ].createInterpolant( null );
interpolants[ i ] = interpolant;
interpolant.settings = interpolantSettings;
}
this._interpolantSettings = interpolantSettings;
this._interpolants = interpolants; // bound by the mixer
// inside: PropertyMixer (managed by the mixer)
this._propertyBindings = new Array( nTracks );
this._cacheIndex = null; // for the memory manager
this._byClipCacheIndex = null; // for the memory manager
this._timeScaleInterpolant = null;
this._weightInterpolant = null;
this.loop = LoopRepeat;
this._loopCount = - 1;
// global mixer time when the action is to be started
// it's set back to 'null' upon start of the action
this._startTime = null;
// scaled local time of the action
// gets clamped or wrapped to 0..clip.duration according to loop
this.time = 0;
this.timeScale = 1;
this._effectiveTimeScale = 1;
this.weight = 1;
this._effectiveWeight = 1;
this.repetitions = Infinity; // no. of repetitions when looping
this.paused = false; // true -> zero effective time scale
this.enabled = true; // false -> zero effective weight
this.clampWhenFinished = false;// keep feeding the last frame?
this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
this.zeroSlopeAtEnd = true;// clips for start, loop and end
}
// State & Scheduling
play() {
this._mixer._activateAction( this );
return this;
}
stop() {
this._mixer._deactivateAction( this );
return this.reset();
}
reset() {
this.paused = false;
this.enabled = true;
this.time = 0; // restart clip
this._loopCount = - 1;// forget previous loops
this._startTime = null;// forget scheduling
return this.stopFading().stopWarping();
}
isRunning() {
return this.enabled && ! this.paused && this.timeScale !== 0 &&
this._startTime === null && this._mixer._isActiveAction( this );
}
// return true when play has been called
isScheduled() {
return this._mixer._isActiveAction( this );
}
startAt( time ) {
this._startTime = time;
return this;
}
setLoop( mode, repetitions ) {
this.loop = mode;
this.repetitions = repetitions;
return this;
}
// Weight
// set the weight stopping any scheduled fading
// although .enabled = false yields an effective weight of zero, this
// method does *not* change .enabled, because it would be confusing
setEffectiveWeight( weight ) {
this.weight = weight;
// note: same logic as when updated at runtime
this._effectiveWeight = this.enabled ? weight : 0;
return this.stopFading();
}
// return the weight considering fading and .enabled
getEffectiveWeight() {
return this._effectiveWeight;
}
fadeIn( duration ) {
return this._scheduleFading( duration, 0, 1 );
}
fadeOut( duration ) {
return this._scheduleFading( duration, 1, 0 );
}
crossFadeFrom( fadeOutAction, duration, warp ) {
fadeOutAction.fadeOut( duration );
this.fadeIn( duration );
if ( warp ) {
const fadeInDuration = this._clip.duration,
fadeOutDuration = fadeOutAction._clip.duration,
startEndRatio = fadeOutDuration / fadeInDuration,
endStartRatio = fadeInDuration / fadeOutDuration;
fadeOutAction.warp( 1.0, startEndRatio, duration );
this.warp( endStartRatio, 1.0, duration );
}
return this;
}
crossFadeTo( fadeInAction, duration, warp ) {
return fadeInAction.crossFadeFrom( this, duration, warp );
}
stopFading() {
const weightInterpolant = this._weightInterpolant;
if ( weightInterpolant !== null ) {
this._weightInterpolant = null;
this._mixer._takeBackControlInterpolant( weightInterpolant );
}
return this;
}
// Time Scale Control
// set the time scale stopping any scheduled warping
// although .paused = true yields an effective time scale of zero, this
// method does *not* change .paused, because it would be confusing
setEffectiveTimeScale( timeScale ) {
this.timeScale = timeScale;
this._effectiveTimeScale = this.paused ? 0 : timeScale;
return this.stopWarping();
}
// return the time scale considering warping and .paused
getEffectiveTimeScale() {
return this._effectiveTimeScale;
}
setDuration( duration ) {
this.timeScale = this._clip.duration / duration;
return this.stopWarping();
}
syncWith( action ) {
this.time = action.time;
this.timeScale = action.timeScale;
return this.stopWarping();
}
halt( duration ) {
return this.warp( this._effectiveTimeScale, 0, duration );
}
warp( startTimeScale, endTimeScale, duration ) {
const mixer = this._mixer,
now = mixer.time,
timeScale = this.timeScale;
let interpolant = this._timeScaleInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant();
this._timeScaleInterpolant = interpolant;
}
const times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[ 0 ] = now;
times[ 1 ] = now + duration;
values[ 0 ] = startTimeScale / timeScale;
values[ 1 ] = endTimeScale / timeScale;
return this;
}
stopWarping() {
const timeScaleInterpolant = this._timeScaleInterpolant;
if ( timeScaleInterpolant !== null ) {
this._timeScaleInterpolant = null;
this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
}
return this;
}
// Object Accessors
getMixer() {
return this._mixer;
}
getClip() {
return this._clip;
}
getRoot() {
return this._localRoot || this._mixer._root;
}
// Interna
_update( time, deltaTime, timeDirection, accuIndex ) {
// called by the mixer
if ( ! this.enabled ) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight( time );
return;
}
const startTime = this._startTime;
if ( startTime !== null ) {
// check for scheduled start of action
const timeRunning = ( time - startTime ) * timeDirection;
if ( timeRunning < 0 || timeDirection === 0 ) {
deltaTime = 0;
} else {
this._startTime = null; // unschedule
deltaTime = timeDirection * timeRunning;
}
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale( time );
const clipTime = this._updateTime( deltaTime );
// note: _updateTime may disable the action resulting in
// an effective weight of 0
const weight = this._updateWeight( time );
if ( weight > 0 ) {
const interpolants = this._interpolants;
const propertyMixers = this._propertyBindings;
switch ( this.blendMode ) {
case AdditiveAnimationBlendMode:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulateAdditive( weight );
}
break;
case NormalAnimationBlendMode:
default:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulate( accuIndex, weight );
}
}
}
}
_updateWeight( time ) {
let weight = 0;
if ( this.enabled ) {
weight = this.weight;
const interpolant = this._weightInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
weight *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopFading();
if ( interpolantValue === 0 ) {
// faded out, disable
this.enabled = false;
}
}
}
}
this._effectiveWeight = weight;
return weight;
}
_updateTimeScale( time ) {
let timeScale = 0;
if ( ! this.paused ) {
timeScale = this.timeScale;
const interpolant = this._timeScaleInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
timeScale *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopWarping();
if ( timeScale === 0 ) {
// motion has halted, pause
this.paused = true;
} else {
// warp done - apply final time scale
this.timeScale = timeScale;
}
}
}
}
this._effectiveTimeScale = timeScale;
return timeScale;
}
_updateTime( deltaTime ) {
const duration = this._clip.duration;
const loop = this.loop;
let time = this.time + deltaTime;
let loopCount = this._loopCount;
const pingPong = ( loop === LoopPingPong );
if ( deltaTime === 0 ) {
if ( loopCount === - 1 ) return time;
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
}
if ( loop === LoopOnce ) {
if ( loopCount === - 1 ) {
// just started
this._loopCount = 0;
this._setEndings( true, true, false );
}
handle_stop: {
if ( time >= duration ) {
time = duration;
} else if ( time < 0 ) {
time = 0;
} else {
this.time = time;
break handle_stop;
}
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime < 0 ? - 1 : 1
} );
}
} else { // repetitive Repeat or PingPong
if ( loopCount === - 1 ) {
// just started
if ( deltaTime >= 0 ) {
loopCount = 0;
this._setEndings( true, this.repetitions === 0, pingPong );
} else {
// when looping in reverse direction, the initial
// transition through zero counts as a repetition,
// so leave loopCount at -1
this._setEndings( this.repetitions === 0, true, pingPong );
}
}
if ( time >= duration || time < 0 ) {
// wrap around
const loopDelta = Math.floor( time / duration ); // signed
time -= duration * loopDelta;
loopCount += Math.abs( loopDelta );
const pending = this.repetitions - loopCount;
if ( pending <= 0 ) {
// have to stop (switch state, clamp time, fire event)
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
time = deltaTime > 0 ? duration : 0;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime > 0 ? 1 : - 1
} );
} else {
// keep running
if ( pending === 1 ) {
// entering the last round
const atStart = deltaTime < 0;
this._setEndings( atStart, ! atStart, pingPong );
} else {
this._setEndings( false, false, pingPong );
}
this._loopCount = loopCount;
this.time = time;
this._mixer.dispatchEvent( {
type: 'loop', action: this, loopDelta: loopDelta
} );
}
} else {
this.time = time;
}
if ( pingPong && ( loopCount & 1 ) === 1 ) {
// invert time for the "pong round"
return duration - time;
}
}
return time;
}
_setEndings( atStart, atEnd, pingPong ) {
const settings = this._interpolantSettings;
if ( pingPong ) {
settings.endingStart = ZeroSlopeEnding;
settings.endingEnd = ZeroSlopeEnding;
} else {
// assuming for LoopOnce atStart == atEnd == true
if ( atStart ) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingStart = WrapAroundEnding;
}
if ( atEnd ) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingEnd = WrapAroundEnding;
}
}
}
_scheduleFading( duration, weightNow, weightThen ) {
const mixer = this._mixer, now = mixer.time;
let interpolant = this._weightInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant();
this._weightInterpolant = interpolant;
}
const times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[ 0 ] = now;
values[ 0 ] = weightNow;
times[ 1 ] = now + duration;
values[ 1 ] = weightThen;
return this;
}
}
const _controlInterpolantsResultBuffer = new Float32Array( 1 );
class AnimationMixer extends EventDispatcher {
constructor( root ) {
super();
this._root = root;
this._initMemoryManager();
this._accuIndex = 0;
this.time = 0;
this.timeScale = 1.0;
}
_bindAction( action, prototypeAction ) {
const root = action._localRoot || this._root,
tracks = action._clip.tracks,
nTracks = tracks.length,
bindings = action._propertyBindings,
interpolants = action._interpolants,
rootUuid = root.uuid,
bindingsByRoot = this._bindingsByRootAndName;
let bindingsByName = bindingsByRoot[ rootUuid ];
if ( bindingsByName === undefined ) {
bindingsByName = {};
bindingsByRoot[ rootUuid ] = bindingsByName;
}
for ( let i = 0; i !== nTracks; ++ i ) {
const track = tracks[ i ],
trackName = track.name;
let binding = bindingsByName[ trackName ];
if ( binding !== undefined ) {
++ binding.referenceCount;
bindings[ i ] = binding;
} else {
binding = bindings[ i ];
if ( binding !== undefined ) {
// existing binding, make sure the cache knows
if ( binding._cacheIndex === null ) {
++ binding.referenceCount;
this._addInactiveBinding( binding, rootUuid, trackName );
}
continue;
}
const path = prototypeAction && prototypeAction.
_propertyBindings[ i ].binding.parsedPath;
binding = new PropertyMixer(
PropertyBinding.create( root, trackName, path ),
track.ValueTypeName, track.getValueSize() );
++ binding.referenceCount;
this._addInactiveBinding( binding, rootUuid, trackName );
bindings[ i ] = binding;
}
interpolants[ i ].resultBuffer = binding.buffer;
}
}
_activateAction( action ) {
if ( ! this._isActiveAction( action ) ) {
if ( action._cacheIndex === null ) {
// this action has been forgotten by the cache, but the user
// appears to be still using it -> rebind
const rootUuid = ( action._localRoot || this._root ).uuid,
clipUuid = action._clip.uuid,
actionsForClip = this._actionsByClip[ clipUuid ];
this._bindAction( action,
actionsForClip && actionsForClip.knownActions[ 0 ] );
this._addInactiveAction( action, clipUuid, rootUuid );
}
const bindings = action._propertyBindings;
// increment reference counts / sort out state
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( binding.useCount ++ === 0 ) {
this._lendBinding( binding );
binding.saveOriginalState();
}
}
this._lendAction( action );
}
}
_deactivateAction( action ) {
if ( this._isActiveAction( action ) ) {
const bindings = action._propertyBindings;
// decrement reference counts / sort out state
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( -- binding.useCount === 0 ) {
binding.restoreOriginalState();
this._takeBackBinding( binding );
}
}
this._takeBackAction( action );
}
}
// Memory manager
_initMemoryManager() {
this._actions = []; // 'nActiveActions' followed by inactive ones
this._nActiveActions = 0;
this._actionsByClip = {};
// inside:
// {
// knownActions: Array< AnimationAction > - used as prototypes
// actionByRoot: AnimationAction - lookup
// }
this._bindings = []; // 'nActiveBindings' followed by inactive ones
this._nActiveBindings = 0;
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
this._controlInterpolants = []; // same game as above
this._nActiveControlInterpolants = 0;
const scope = this;
this.stats = {
actions: {
get total() {
return scope._actions.length;
},
get inUse() {
return scope._nActiveActions;
}
},
bindings: {
get total() {
return scope._bindings.length;
},
get inUse() {
return scope._nActiveBindings;
}
},
controlInterpolants: {
get total() {
return scope._controlInterpolants.length;
},
get inUse() {
return scope._nActiveControlInterpolants;
}
}
};
}
// Memory management for AnimationAction objects
_isActiveAction( action ) {
const index = action._cacheIndex;
return index !== null && index < this._nActiveActions;
}
_addInactiveAction( action, clipUuid, rootUuid ) {
const actions = this._actions,
actionsByClip = this._actionsByClip;
let actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip === undefined ) {
actionsForClip = {
knownActions: [ action ],
actionByRoot: {}
};
action._byClipCacheIndex = 0;
actionsByClip[ clipUuid ] = actionsForClip;
} else {
const knownActions = actionsForClip.knownActions;
action._byClipCacheIndex = knownActions.length;
knownActions.push( action );
}
action._cacheIndex = actions.length;
actions.push( action );
actionsForClip.actionByRoot[ rootUuid ] = action;
}
_removeInactiveAction( action ) {
const actions = this._actions,
lastInactiveAction = actions[ actions.length - 1 ],
cacheIndex = action._cacheIndex;
lastInactiveAction._cacheIndex = cacheIndex;
actions[ cacheIndex ] = lastInactiveAction;
actions.pop();
action._cacheIndex = null;
const clipUuid = action._clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[ clipUuid ],
knownActionsForClip = actionsForClip.knownActions,
lastKnownAction =
knownActionsForClip[ knownActionsForClip.length - 1 ],
byClipCacheIndex = action._byClipCacheIndex;
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
knownActionsForClip.pop();
action._byClipCacheIndex = null;
const actionByRoot = actionsForClip.actionByRoot,
rootUuid = ( action._localRoot || this._root ).uuid;
delete actionByRoot[ rootUuid ];
if ( knownActionsForClip.length === 0 ) {
delete actionsByClip[ clipUuid ];
}
this._removeInactiveBindingsForAction( action );
}
_removeInactiveBindingsForAction( action ) {
const bindings = action._propertyBindings;
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( -- binding.referenceCount === 0 ) {
this._removeInactiveBinding( binding );
}
}
}
_lendAction( action ) {
// [ active actions | inactive actions ]
// [ active actions >| inactive actions ]
// s a
// <-swap->
// a s
const actions = this._actions,
prevIndex = action._cacheIndex,
lastActiveIndex = this._nActiveActions ++,
firstInactiveAction = actions[ lastActiveIndex ];
action._cacheIndex = lastActiveIndex;
actions[ lastActiveIndex ] = action;
firstInactiveAction._cacheIndex = prevIndex;
actions[ prevIndex ] = firstInactiveAction;
}
_takeBackAction( action ) {
// [ active actions | inactive actions ]
// [ active actions |< inactive actions ]
// a s
// <-swap->
// s a
const actions = this._actions,
prevIndex = action._cacheIndex,
firstInactiveIndex = -- this._nActiveActions,
lastActiveAction = actions[ firstInactiveIndex ];
action._cacheIndex = firstInactiveIndex;
actions[ firstInactiveIndex ] = action;
lastActiveAction._cacheIndex = prevIndex;
actions[ prevIndex ] = lastActiveAction;
}
// Memory management for PropertyMixer objects
_addInactiveBinding( binding, rootUuid, trackName ) {
const bindingsByRoot = this._bindingsByRootAndName,
bindings = this._bindings;
let bindingByName = bindingsByRoot[ rootUuid ];
if ( bindingByName === undefined ) {
bindingByName = {};
bindingsByRoot[ rootUuid ] = bindingByName;
}
bindingByName[ trackName ] = binding;
binding._cacheIndex = bindings.length;
bindings.push( binding );
}
_removeInactiveBinding( binding ) {
const bindings = this._bindings,
propBinding = binding.binding,
rootUuid = propBinding.rootNode.uuid,
trackName = propBinding.path,
bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[ rootUuid ],
lastInactiveBinding = bindings[ bindings.length - 1 ],
cacheIndex = binding._cacheIndex;
lastInactiveBinding._cacheIndex = cacheIndex;
bindings[ cacheIndex ] = lastInactiveBinding;
bindings.pop();
delete bindingByName[ trackName ];
if ( Object.keys( bindingByName ).length === 0 ) {
delete bindingsByRoot[ rootUuid ];
}
}
_lendBinding( binding ) {
const bindings = this._bindings,
prevIndex = binding._cacheIndex,
lastActiveIndex = this._nActiveBindings ++,
firstInactiveBinding = bindings[ lastActiveIndex ];
binding._cacheIndex = lastActiveIndex;
bindings[ lastActiveIndex ] = binding;
firstInactiveBinding._cacheIndex = prevIndex;
bindings[ prevIndex ] = firstInactiveBinding;
}
_takeBackBinding( binding ) {
const bindings = this._bindings,
prevIndex = binding._cacheIndex,
firstInactiveIndex = -- this._nActiveBindings,
lastActiveBinding = bindings[ firstInactiveIndex ];
binding._cacheIndex = firstInactiveIndex;
bindings[ firstInactiveIndex ] = binding;
lastActiveBinding._cacheIndex = prevIndex;
bindings[ prevIndex ] = lastActiveBinding;
}
// Memory management of Interpolants for weight and time scale
_lendControlInterpolant() {
const interpolants = this._controlInterpolants,
lastActiveIndex = this._nActiveControlInterpolants ++;
let interpolant = interpolants[ lastActiveIndex ];
if ( interpolant === undefined ) {
interpolant = new LinearInterpolant(
new Float32Array( 2 ), new Float32Array( 2 ),
1, _controlInterpolantsResultBuffer );
interpolant.__cacheIndex = lastActiveIndex;
interpolants[ lastActiveIndex ] = interpolant;
}
return interpolant;
}
_takeBackControlInterpolant( interpolant ) {
const interpolants = this._controlInterpolants,
prevIndex = interpolant.__cacheIndex,
firstInactiveIndex = -- this._nActiveControlInterpolants,
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
interpolant.__cacheIndex = firstInactiveIndex;
interpolants[ firstInactiveIndex ] = interpolant;
lastActiveInterpolant.__cacheIndex = prevIndex;
interpolants[ prevIndex ] = lastActiveInterpolant;
}
// return an action for a clip optionally using a custom root target
// object (this method allocates a lot of dynamic memory in case a
// previously unknown clip/root combination is specified)
clipAction( clip, optionalRoot, blendMode ) {
const root = optionalRoot || this._root,
rootUuid = root.uuid;
let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
const clipUuid = clipObject !== null ? clipObject.uuid : clip;
const actionsForClip = this._actionsByClip[ clipUuid ];
let prototypeAction = null;
if ( blendMode === undefined ) {
if ( clipObject !== null ) {
blendMode = clipObject.blendMode;
} else {
blendMode = NormalAnimationBlendMode;
}
}
if ( actionsForClip !== undefined ) {
const existingAction = actionsForClip.actionByRoot[ rootUuid ];
if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
return existingAction;
}
// we know the clip, so we don't have to parse all
// the bindings again but can just copy
prototypeAction = actionsForClip.knownActions[ 0 ];
// also, take the clip from the prototype action
if ( clipObject === null )
clipObject = prototypeAction._clip;
}
// clip must be known when specified via string
if ( clipObject === null ) return null;
// allocate all resources required to run it
const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
this._bindAction( newAction, prototypeAction );
// and make the action known to the memory manager
this._addInactiveAction( newAction, clipUuid, rootUuid );
return newAction;
}
// get an existing action
existingAction( clip, optionalRoot ) {
const root = optionalRoot || this._root,
rootUuid = root.uuid,
clipObject = typeof clip === 'string' ?
AnimationClip.findByName( root, clip ) : clip,
clipUuid = clipObject ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
return actionsForClip.actionByRoot[ rootUuid ] || null;
}
return null;
}
// deactivates all previously scheduled actions
stopAllAction() {
const actions = this._actions,
nActions = this._nActiveActions;
for ( let i = nActions - 1; i >= 0; -- i ) {
actions[ i ].stop();
}
return this;
}
// advance the time and update apply the animation
update( deltaTime ) {
deltaTime *= this.timeScale;
const actions = this._actions,
nActions = this._nActiveActions,
time = this.time += deltaTime,
timeDirection = Math.sign( deltaTime ),
accuIndex = this._accuIndex ^= 1;
// run active actions
for ( let i = 0; i !== nActions; ++ i ) {
const action = actions[ i ];
action._update( time, deltaTime, timeDirection, accuIndex );
}
// update scene graph
const bindings = this._bindings,
nBindings = this._nActiveBindings;
for ( let i = 0; i !== nBindings; ++ i ) {
bindings[ i ].apply( accuIndex );
}
return this;
}
// Allows you to seek to a specific time in an animation.
setTime( timeInSeconds ) {
this.time = 0; // Zero out time attribute for AnimationMixer object;
for ( let i = 0; i < this._actions.length; i ++ ) {
this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
}
return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
}
// return this mixer's root target object
getRoot() {
return this._root;
}
// free all resources specific to a particular clip
uncacheClip( clip ) {
const actions = this._actions,
clipUuid = clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
// note: just calling _removeInactiveAction would mess up the
// iteration state and also require updating the state we can
// just throw away
const actionsToRemove = actionsForClip.knownActions;
for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
const action = actionsToRemove[ i ];
this._deactivateAction( action );
const cacheIndex = action._cacheIndex,
lastInactiveAction = actions[ actions.length - 1 ];
action._cacheIndex = null;
action._byClipCacheIndex = null;
lastInactiveAction._cacheIndex = cacheIndex;
actions[ cacheIndex ] = lastInactiveAction;
actions.pop();
this._removeInactiveBindingsForAction( action );
}
delete actionsByClip[ clipUuid ];
}
}
// free all resources specific to a particular root target object
uncacheRoot( root ) {
const rootUuid = root.uuid,
actionsByClip = this._actionsByClip;
for ( const clipUuid in actionsByClip ) {
const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
action = actionByRoot[ rootUuid ];
if ( action !== undefined ) {
this._deactivateAction( action );
this._removeInactiveAction( action );
}
}
const bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[ rootUuid ];
if ( bindingByName !== undefined ) {
for ( const trackName in bindingByName ) {
const binding = bindingByName[ trackName ];
binding.restoreOriginalState();
this._removeInactiveBinding( binding );
}
}
}
// remove a targeted clip from the cache
uncacheAction( clip, optionalRoot ) {
const action = this.existingAction( clip, optionalRoot );
if ( action !== null ) {
this._deactivateAction( action );
this._removeInactiveAction( action );
}
}
}
class Uniform {
constructor( value ) {
this.value = value;
}
clone() {
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
}
}
let _id = 0;
class UniformsGroup extends EventDispatcher {
constructor() {
super();
this.isUniformsGroup = true;
Object.defineProperty( this, 'id', { value: _id ++ } );
this.name = '';
this.usage = StaticDrawUsage;
this.uniforms = [];
}
add( uniform ) {
this.uniforms.push( uniform );
return this;
}
remove( uniform ) {
const index = this.uniforms.indexOf( uniform );
if ( index !== - 1 ) this.uniforms.splice( index, 1 );
return this;
}
setName( name ) {
this.name = name;
return this;
}
setUsage( value ) {
this.usage = value;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
return this;
}
copy( source ) {
this.name = source.name;
this.usage = source.usage;
const uniformsSource = source.uniforms;
this.uniforms.length = 0;
for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
for ( let j = 0; j < uniforms.length; j ++ ) {
this.uniforms.push( uniforms[ j ].clone() );
}
}
return this;
}
clone() {
return new this.constructor().copy( this );
}
}
class InstancedInterleavedBuffer extends InterleavedBuffer {
constructor( array, stride, meshPerAttribute = 1 ) {
super( array, stride );
this.isInstancedInterleavedBuffer = true;
this.meshPerAttribute = meshPerAttribute;
}
copy( source ) {
super.copy( source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
clone( data ) {
const ib = super.clone( data );
ib.meshPerAttribute = this.meshPerAttribute;
return ib;
}
toJSON( data ) {
const json = super.toJSON( data );
json.isInstancedInterleavedBuffer = true;
json.meshPerAttribute = this.meshPerAttribute;
return json;
}
}
class GLBufferAttribute {
constructor( buffer, type, itemSize, elementSize, count ) {
this.isGLBufferAttribute = true;
this.name = '';
this.buffer = buffer;
this.type = type;
this.itemSize = itemSize;
this.elementSize = elementSize;
this.count = count;
this.version = 0;
}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
setBuffer( buffer ) {
this.buffer = buffer;
return this;
}
setType( type, elementSize ) {
this.type = type;
this.elementSize = elementSize;
return this;
}
setItemSize( itemSize ) {
this.itemSize = itemSize;
return this;
}
setCount( count ) {
this.count = count;
return this;
}
}
const _matrix = /*@__PURE__*/ new Matrix4();
class Raycaster {
constructor( origin, direction, near = 0, far = Infinity ) {
this.ray = new Ray( origin, direction );
// direction is assumed to be normalized (for accurate distance calculations)
this.near = near;
this.far = far;
this.camera = null;
this.layers = new Layers();
this.params = {
Mesh: {},
Line: { threshold: 1 },
LOD: {},
Points: { threshold: 1 },
Sprite: {}
};
}
set( origin, direction ) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set( origin, direction );
}
setFromCamera( coords, camera ) {
if ( camera.isPerspectiveCamera ) {
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
this.camera = camera;
} else if ( camera.isOrthographicCamera ) {
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
this.camera = camera;
} else {
console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
}
}
setFromXRController( controller ) {
_matrix.identity().extractRotation( controller.matrixWorld );
this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );
return this;
}
intersectObject( object, recursive = true, intersects = [] ) {
intersect( object, this, intersects, recursive );
intersects.sort( ascSort );
return intersects;
}
intersectObjects( objects, recursive = true, intersects = [] ) {
for ( let i = 0, l = objects.length; i < l; i ++ ) {
intersect( objects[ i ], this, intersects, recursive );
}
intersects.sort( ascSort );
return intersects;
}
}
function ascSort( a, b ) {
return a.distance - b.distance;
}
function intersect( object, raycaster, intersects, recursive ) {
let propagate = true;
if ( object.layers.test( raycaster.layers ) ) {
const result = object.raycast( raycaster, intersects );
if ( result === false ) propagate = false;
}
if ( propagate === true && recursive === true ) {
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
intersect( children[ i ], raycaster, intersects, true );
}
}
}
/**
* Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
*
* phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.
* theta (the azimuthal angle) is measured from the positive z-axis.
*/
class Spherical {
constructor( radius = 1, phi = 0, theta = 0 ) {
this.radius = radius;
this.phi = phi; // polar angle
this.theta = theta; // azimuthal angle
return this;
}
set( radius, phi, theta ) {
this.radius = radius;
this.phi = phi;
this.theta = theta;
return this;
}
copy( other ) {
this.radius = other.radius;
this.phi = other.phi;
this.theta = other.theta;
return this;
}
// restrict phi to be between EPS and PI-EPS
makeSafe() {
const EPS = 0.000001;
this.phi = clamp( this.phi, EPS, Math.PI - EPS );
return this;
}
setFromVector3( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
}
setFromCartesianCoords( x, y, z ) {
this.radius = Math.sqrt( x * x + y * y + z * z );
if ( this.radius === 0 ) {
this.theta = 0;
this.phi = 0;
} else {
this.theta = Math.atan2( x, z );
this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );
}
return this;
}
clone() {
return new this.constructor().copy( this );
}
}
/**
* Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
*/
class Cylindrical {
constructor( radius = 1, theta = 0, y = 0 ) {
this.radius = radius; // distance from the origin to a point in the x-z plane
this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
this.y = y; // height above the x-z plane
return this;
}
set( radius, theta, y ) {
this.radius = radius;
this.theta = theta;
this.y = y;
return this;
}
copy( other ) {
this.radius = other.radius;
this.theta = other.theta;
this.y = other.y;
return this;
}
setFromVector3( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
}
setFromCartesianCoords( x, y, z ) {
this.radius = Math.sqrt( x * x + z * z );
this.theta = Math.atan2( x, z );
this.y = y;
return this;
}
clone() {
return new this.constructor().copy( this );
}
}
class Matrix2 {
constructor( n11, n12, n21, n22 ) {
Matrix2.prototype.isMatrix2 = true;
this.elements = [
1, 0,
0, 1,
];
if ( n11 !== undefined ) {
this.set( n11, n12, n21, n22 );
}
}
identity() {
this.set(
1, 0,
0, 1,
);
return this;
}
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 4; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
set( n11, n12, n21, n22 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 2 ] = n12;
te[ 1 ] = n21; te[ 3 ] = n22;
return this;
}
}
const _vector$4 = /*@__PURE__*/ new Vector2();
class Box2 {
constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
this.isBox2 = true;
this.min = min;
this.max = max;
}
set( min, max ) {
this.min.copy( min );
this.max.copy( max );
return this;
}
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
setFromCenterAndSize( center, size ) {
const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize );
this.max.copy( center ).add( halfSize );
return this;
}
clone() {
return new this.constructor().copy( this );
}
copy( box ) {
this.min.copy( box.min );
this.max.copy( box.max );
return this;
}
makeEmpty() {
this.min.x = this.min.y = + Infinity;
this.max.x = this.max.y = - Infinity;
return this;
}
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
}
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
}
expandByPoint( point ) {
this.min.min( point );
this.max.max( point );
return this;
}
expandByVector( vector ) {
this.min.sub( vector );
this.max.add( vector );
return this;
}
expandByScalar( scalar ) {
this.min.addScalar( - scalar );
this.max.addScalar( scalar );
return this;
}
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x &&
point.y >= this.min.y && point.y <= this.max.y;
}
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y;
}
getParameter( point, target ) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
return target.set(
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
( point.y - this.min.y ) / ( this.max.y - this.min.y )
);
}
intersectsBox( box ) {
// using 4 splitting planes to rule out intersections
return box.max.x >= this.min.x && box.min.x <= this.max.x &&
box.max.y >= this.min.y && box.min.y <= this.max.y;
}
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
distanceToPoint( point ) {
return this.clampPoint( point, _vector$4 ).distanceTo( point );
}
intersect( box ) {
this.min.max( box.min );
this.max.min( box.max );
if ( this.isEmpty() ) this.makeEmpty();
return this;
}
union( box ) {
this.min.min( box.min );
this.max.max( box.max );
return this;
}
translate( offset ) {
this.min.add( offset );
this.max.add( offset );
return this;
}
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
}
const _startP = /*@__PURE__*/ new Vector3();
const _startEnd = /*@__PURE__*/ new Vector3();
class Line3 {
constructor( start = new Vector3(), end = new Vector3() ) {
this.start = start;
this.end = end;
}
set( start, end ) {
this.start.copy( start );
this.end.copy( end );
return this;
}
copy( line ) {
this.start.copy( line.start );
this.end.copy( line.end );
return this;
}
getCenter( target ) {
return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
}
delta( target ) {
return target.subVectors( this.end, this.start );
}
distanceSq() {
return this.start.distanceToSquared( this.end );
}
distance() {
return this.start.distanceTo( this.end );
}
at( t, target ) {
return this.delta( target ).multiplyScalar( t ).add( this.start );
}
closestPointToPointParameter( point, clampToLine ) {
_startP.subVectors( point, this.start );
_startEnd.subVectors( this.end, this.start );
const startEnd2 = _startEnd.dot( _startEnd );
const startEnd_startP = _startEnd.dot( _startP );
let t = startEnd_startP / startEnd2;
if ( clampToLine ) {
t = clamp( t, 0, 1 );
}
return t;
}
closestPointToPoint( point, clampToLine, target ) {
const t = this.closestPointToPointParameter( point, clampToLine );
return this.delta( target ).multiplyScalar( t ).add( this.start );
}
applyMatrix4( matrix ) {
this.start.applyMatrix4( matrix );
this.end.applyMatrix4( matrix );
return this;
}
equals( line ) {
return line.start.equals( this.start ) && line.end.equals( this.end );
}
clone() {
return new this.constructor().copy( this );
}
}
const _vector$3 = /*@__PURE__*/ new Vector3();
class SpotLightHelper extends Object3D {
constructor( light, color ) {
super();
this.light = light;
this.matrixAutoUpdate = false;
this.color = color;
this.type = 'SpotLightHelper';
const geometry = new BufferGeometry();
const positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, - 1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, - 1, 1
];
for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
const p1 = ( i / l ) * Math.PI * 2;
const p2 = ( j / l ) * Math.PI * 2;
positions.push(
Math.cos( p1 ), Math.sin( p1 ), 1,
Math.cos( p2 ), Math.sin( p2 ), 1
);
}
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
this.cone = new LineSegments( geometry, material );
this.add( this.cone );
this.update();
}
dispose() {
this.cone.geometry.dispose();
this.cone.material.dispose();
}
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
// update the local matrix based on the parent and light target transforms
if ( this.parent ) {
this.parent.updateWorldMatrix( true );
this.matrix
.copy( this.parent.matrixWorld )
.invert()
.multiply( this.light.matrixWorld );
} else {
this.matrix.copy( this.light.matrixWorld );
}
this.matrixWorld.copy( this.light.matrixWorld );
const coneLength = this.light.distance ? this.light.distance : 1000;
const coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( _vector$3 );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
}
}
const _vector$2 = /*@__PURE__*/ new Vector3();
const _boneMatrix = /*@__PURE__*/ new Matrix4();
const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
class SkeletonHelper extends LineSegments {
constructor( object ) {
const bones = getBoneList( object );
const geometry = new BufferGeometry();
const vertices = [];
const colors = [];
const color1 = new Color( 0, 0, 1 );
const color2 = new Color( 0, 1, 0 );
for ( let i = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
vertices.push( 0, 0, 0 );
vertices.push( 0, 0, 0 );
colors.push( color1.r, color1.g, color1.b );
colors.push( color2.r, color2.g, color2.b );
}
}
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
super( geometry, material );
this.isSkeletonHelper = true;
this.type = 'SkeletonHelper';
this.root = object;
this.bones = bones;
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
}
updateMatrixWorld( force ) {
const bones = this.bones;
const geometry = this.geometry;
const position = geometry.getAttribute( 'position' );
_matrixWorldInv.copy( this.root.matrixWorld ).invert();
for ( let i = 0, j = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
_vector$2.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
_vector$2.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
j += 2;
}
}
geometry.getAttribute( 'position' ).needsUpdate = true;
super.updateMatrixWorld( force );
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
function getBoneList( object ) {
const boneList = [];
if ( object.isBone === true ) {
boneList.push( object );
}
for ( let i = 0; i < object.children.length; i ++ ) {
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
}
return boneList;
}
class PointLightHelper extends Mesh {
constructor( light, sphereSize, color ) {
const geometry = new SphereGeometry( sphereSize, 4, 2 );
const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
super( geometry, material );
this.light = light;
this.color = color;
this.type = 'PointLightHelper';
this.matrix = this.light.matrixWorld;
this.matrixAutoUpdate = false;
this.update();
/*
// TODO: delete this comment?
const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
const d = light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.scale.set( d, d, d );
}
this.add( this.lightDistance );
*/
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
update() {
this.light.updateWorldMatrix( true, false );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
this.material.color.copy( this.light.color );
}
/*
const d = this.light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.visible = true;
this.lightDistance.scale.set( d, d, d );
}
*/
}
}
const _vector$1 = /*@__PURE__*/ new Vector3();
const _color1 = /*@__PURE__*/ new Color();
const _color2 = /*@__PURE__*/ new Color();
class HemisphereLightHelper extends Object3D {
constructor( light, size, color ) {
super();
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
this.type = 'HemisphereLightHelper';
const geometry = new OctahedronGeometry( size );
geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
if ( this.color === undefined ) this.material.vertexColors = true;
const position = geometry.getAttribute( 'position' );
const colors = new Float32Array( position.count * 3 );
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
this.update();
}
dispose() {
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}
}
class GridHelper extends LineSegments {
constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
color1 = new Color( color1 );
color2 = new Color( color2 );
const center = divisions / 2;
const step = size / divisions;
const halfSize = size / 2;
const vertices = [], colors = [];
for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
vertices.push( - halfSize, 0, k, halfSize, 0, k );
vertices.push( k, 0, - halfSize, k, 0, halfSize );
const color = i === center ? color1 : color2;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
}
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'GridHelper';
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
class PolarGridHelper extends LineSegments {
constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
color1 = new Color( color1 );
color2 = new Color( color2 );
const vertices = [];
const colors = [];
// create the sectors
if ( sectors > 1 ) {
for ( let i = 0; i < sectors; i ++ ) {
const v = ( i / sectors ) * ( Math.PI * 2 );
const x = Math.sin( v ) * radius;
const z = Math.cos( v ) * radius;
vertices.push( 0, 0, 0 );
vertices.push( x, 0, z );
const color = ( i & 1 ) ? color1 : color2;
colors.push( color.r, color.g, color.b );
colors.push( color.r, color.g, color.b );
}
}
// create the rings
for ( let i = 0; i < rings; i ++ ) {
const color = ( i & 1 ) ? color1 : color2;
const r = radius - ( radius / rings * i );
for ( let j = 0; j < divisions; j ++ ) {
// first vertex
let v = ( j / divisions ) * ( Math.PI * 2 );
let x = Math.sin( v ) * r;
let z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
// second vertex
v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
x = Math.sin( v ) * r;
z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
}
}
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'PolarGridHelper';
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
const _v1 = /*@__PURE__*/ new Vector3();
const _v2 = /*@__PURE__*/ new Vector3();
const _v3 = /*@__PURE__*/ new Vector3();
class DirectionalLightHelper extends Object3D {
constructor( light, size, color ) {
super();
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
this.color = color;
this.type = 'DirectionalLightHelper';
if ( size === undefined ) size = 1;
let geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [
- size, size, 0,
size, size, 0,
size, - size, 0,
- size, - size, 0,
- size, size, 0
], 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
this.lightPlane = new Line( geometry, material );
this.add( this.lightPlane );
geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
this.targetLine = new Line( geometry, material );
this.add( this.targetLine );
this.update();
}
dispose() {
this.lightPlane.geometry.dispose();
this.lightPlane.material.dispose();
this.targetLine.geometry.dispose();
this.targetLine.material.dispose();
}
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
_v1.setFromMatrixPosition( this.light.matrixWorld );
_v2.setFromMatrixPosition( this.light.target.matrixWorld );
_v3.subVectors( _v2, _v1 );
this.lightPlane.lookAt( _v2 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color );
this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color );
this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( _v2 );
this.targetLine.scale.z = _v3.length();
}
}
const _vector = /*@__PURE__*/ new Vector3();
const _camera = /*@__PURE__*/ new Camera();
/**
* - shows frustum, line of sight and up of the camera
* - suitable for fast updates
* - based on frustum visualization in lightgl.js shadowmap example
* https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html
*/
class CameraHelper extends LineSegments {
constructor( camera ) {
const geometry = new BufferGeometry();
const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
const vertices = [];
const colors = [];
const pointMap = {};
// near
addLine( 'n1', 'n2' );
addLine( 'n2', 'n4' );
addLine( 'n4', 'n3' );
addLine( 'n3', 'n1' );
// far
addLine( 'f1', 'f2' );
addLine( 'f2', 'f4' );
addLine( 'f4', 'f3' );
addLine( 'f3', 'f1' );
// sides
addLine( 'n1', 'f1' );
addLine( 'n2', 'f2' );
addLine( 'n3', 'f3' );
addLine( 'n4', 'f4' );
// cone
addLine( 'p', 'n1' );
addLine( 'p', 'n2' );
addLine( 'p', 'n3' );
addLine( 'p', 'n4' );
// up
addLine( 'u1', 'u2' );
addLine( 'u2', 'u3' );
addLine( 'u3', 'u1' );
// target
addLine( 'c', 't' );
addLine( 'p', 'c' );
// cross
addLine( 'cn1', 'cn2' );
addLine( 'cn3', 'cn4' );
addLine( 'cf1', 'cf2' );
addLine( 'cf3', 'cf4' );
function addLine( a, b ) {
addPoint( a );
addPoint( b );
}
function addPoint( id ) {
vertices.push( 0, 0, 0 );
colors.push( 0, 0, 0 );
if ( pointMap[ id ] === undefined ) {
pointMap[ id ] = [];
}
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
}
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
super( geometry, material );
this.type = 'CameraHelper';
this.camera = camera;
if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
this.matrix = camera.matrixWorld;
this.matrixAutoUpdate = false;
this.pointMap = pointMap;
this.update();
// colors
const colorFrustum = new Color( 0xffaa00 );
const colorCone = new Color( 0xff0000 );
const colorUp = new Color( 0x00aaff );
const colorTarget = new Color( 0xffffff );
const colorCross = new Color( 0x333333 );
this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
}
setColors( frustum, cone, up, target, cross ) {
const geometry = this.geometry;
const colorAttribute = geometry.getAttribute( 'color' );
// near
colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
// far
colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
// sides
colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
// cone
colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
// up
colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
// target
colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
// cross
colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
colorAttribute.needsUpdate = true;
}
update() {
const geometry = this.geometry;
const pointMap = this.pointMap;
const w = 1, h = 1;
// we need just camera projection matrix inverse
// world matrix must be identity
_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
// center / target
setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
// near
setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
// far
setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
// up
setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
// cross
setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
geometry.getAttribute( 'position' ).needsUpdate = true;
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
function setPoint( point, pointMap, geometry, camera, x, y, z ) {
_vector.set( x, y, z ).unproject( camera );
const points = pointMap[ point ];
if ( points !== undefined ) {
const position = geometry.getAttribute( 'position' );
for ( let i = 0, l = points.length; i < l; i ++ ) {
position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
}
}
}
const _box = /*@__PURE__*/ new Box3();
class BoxHelper extends LineSegments {
constructor( object, color = 0xffff00 ) {
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 ] );
const positions = new Float32Array( 8 * 3 );
const geometry = new BufferGeometry();
geometry.setIndex( new BufferAttribute( indices, 1 ) );
geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.object = object;
this.type = 'BoxHelper';
this.matrixAutoUpdate = false;
this.update();
}
update( object ) {
if ( object !== undefined ) {
console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
}
if ( this.object !== undefined ) {
_box.setFromObject( this.object );
}
if ( _box.isEmpty() ) return;
const min = _box.min;
const max = _box.max;
/*
5____4
1/___0/|
| 6__|_7
2/___3/
0: max.x, max.y, max.z
1: min.x, max.y, max.z
2: min.x, min.y, max.z
3: max.x, min.y, max.z
4: max.x, max.y, min.z
5: min.x, max.y, min.z
6: min.x, min.y, min.z
7: max.x, min.y, min.z
*/
const position = this.geometry.attributes.position;
const array = position.array;
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
position.needsUpdate = true;
this.geometry.computeBoundingSphere();
}
setFromObject( object ) {
this.object = object;
this.update();
return this;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.object = source.object;
return this;
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
class Box3Helper extends LineSegments {
constructor( box, color = 0xffff00 ) {
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 ] );
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 ];
const geometry = new BufferGeometry();
geometry.setIndex( new BufferAttribute( indices, 1 ) );
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.box = box;
this.type = 'Box3Helper';
this.geometry.computeBoundingSphere();
}
updateMatrixWorld( force ) {
const box = this.box;
if ( box.isEmpty() ) return;
box.getCenter( this.position );
box.getSize( this.scale );
this.scale.multiplyScalar( 0.5 );
super.updateMatrixWorld( force );
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
class PlaneHelper extends Line {
constructor( plane, size = 1, hex = 0xffff00 ) {
const color = hex;
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 ];
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
geometry.computeBoundingSphere();
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.type = 'PlaneHelper';
this.plane = plane;
this.size = size;
const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
const geometry2 = new BufferGeometry();
geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
geometry2.computeBoundingSphere();
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
}
updateMatrixWorld( force ) {
this.position.set( 0, 0, 0 );
this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
this.lookAt( this.plane.normal );
this.translateZ( - this.plane.constant );
super.updateMatrixWorld( force );
}
dispose() {
this.geometry.dispose();
this.material.dispose();
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
}
const _axis = /*@__PURE__*/ new Vector3();
let _lineGeometry, _coneGeometry;
class ArrowHelper extends Object3D {
// dir is assumed to be normalized
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 ) {
super();
this.type = 'ArrowHelper';
if ( _lineGeometry === undefined ) {
_lineGeometry = new BufferGeometry();
_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );
_coneGeometry.translate( 0, - 0.5, 0 );
}
this.position.copy( origin );
this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.line.matrixAutoUpdate = false;
this.add( this.line );
this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
this.cone.matrixAutoUpdate = false;
this.add( this.cone );
this.setDirection( dir );
this.setLength( length, headLength, headWidth );
}
setDirection( dir ) {
// dir is assumed to be normalized
if ( dir.y > 0.99999 ) {
this.quaternion.set( 0, 0, 0, 1 );
} else if ( dir.y < - 0.99999 ) {
this.quaternion.set( 1, 0, 0, 0 );
} else {
_axis.set( dir.z, 0, - dir.x ).normalize();
const radians = Math.acos( dir.y );
this.quaternion.setFromAxisAngle( _axis, radians );
}
}
setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
this.line.updateMatrix();
this.cone.scale.set( headWidth, headLength, headWidth );
this.cone.position.y = length;
this.cone.updateMatrix();
}
setColor( color ) {
this.line.material.color.set( color );
this.cone.material.color.set( color );
}
copy( source ) {
super.copy( source, false );
this.line.copy( source.line );
this.cone.copy( source.cone );
return this;
}
dispose() {
this.line.geometry.dispose();
this.line.material.dispose();
this.cone.geometry.dispose();
this.cone.material.dispose();
}
}
class AxesHelper extends LineSegments {
constructor( size = 1 ) {
const vertices = [
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
];
const colors = [
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
];
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'AxesHelper';
}
setColors( xAxisColor, yAxisColor, zAxisColor ) {
const color = new Color();
const array = this.geometry.attributes.color.array;
color.set( xAxisColor );
color.toArray( array, 0 );
color.toArray( array, 3 );
color.set( yAxisColor );
color.toArray( array, 6 );
color.toArray( array, 9 );
color.set( zAxisColor );
color.toArray( array, 12 );
color.toArray( array, 15 );
this.geometry.attributes.color.needsUpdate = true;
return this;
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
class ShapePath {
constructor() {
this.type = 'ShapePath';
this.color = new Color();
this.subPaths = [];
this.currentPath = null;
}
moveTo( x, y ) {
this.currentPath = new Path();
this.subPaths.push( this.currentPath );
this.currentPath.moveTo( x, y );
return this;
}
lineTo( x, y ) {
this.currentPath.lineTo( x, y );
return this;
}
quadraticCurveTo( aCPx, aCPy, aX, aY ) {
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
return this;
}
bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
return this;
}
splineThru( pts ) {
this.currentPath.splineThru( pts );
return this;
}
toShapes( isCCW ) {
function toShapesNoHoles( inSubpaths ) {
const shapes = [];
for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
const tmpPath = inSubpaths[ i ];
const tmpShape = new Shape();
tmpShape.curves = tmpPath.curves;
shapes.push( tmpShape );
}
return shapes;
}
function isPointInsidePolygon( inPt, inPolygon ) {
const polyLen = inPolygon.length;
// inPt on polygon contour => immediate success or
// toggling of inside/outside at every single! intersection point of an edge
// with the horizontal line through inPt, left of inPt
// not counting lowerY endpoints of edges and whole edges on that line
let inside = false;
for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
let edgeLowPt = inPolygon[ p ];
let edgeHighPt = inPolygon[ q ];
let edgeDx = edgeHighPt.x - edgeLowPt.x;
let edgeDy = edgeHighPt.y - edgeLowPt.y;
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
// not parallel
if ( edgeDy < 0 ) {
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
}
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
if ( inPt.y === edgeLowPt.y ) {
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
// continue; // no intersection or edgeLowPt => doesn't count !!!
} else {
const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
if ( perpEdge === 0 ) return true; // inPt is on contour ?
if ( perpEdge < 0 ) continue;
inside = ! inside; // true intersection left of inPt
}
} else {
// parallel or collinear
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
// edge lies on the same horizontal line as inPt
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
// continue;
}
}
return inside;
}
const isClockWise = ShapeUtils.isClockWise;
const subPaths = this.subPaths;
if ( subPaths.length === 0 ) return [];
let solid, tmpPath, tmpShape;
const shapes = [];
if ( subPaths.length === 1 ) {
tmpPath = subPaths[ 0 ];
tmpShape = new Shape();
tmpShape.curves = tmpPath.curves;
shapes.push( tmpShape );
return shapes;
}
let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
holesFirst = isCCW ? ! holesFirst : holesFirst;
// console.log("Holes first", holesFirst);
const betterShapeHoles = [];
const newShapes = [];
let newShapeHoles = [];
let mainIdx = 0;
let tmpPoints;
newShapes[ mainIdx ] = undefined;
newShapeHoles[ mainIdx ] = [];
for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
tmpPath = subPaths[ i ];
tmpPoints = tmpPath.getPoints();
solid = isClockWise( tmpPoints );
solid = isCCW ? ! solid : solid;
if ( solid ) {
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
newShapes[ mainIdx ].s.curves = tmpPath.curves;
if ( holesFirst ) mainIdx ++;
newShapeHoles[ mainIdx ] = [];
//console.log('cw', i);
} else {
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
//console.log('ccw', i);
}
}
// only Holes? -> probably all Shapes with wrong orientation
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
if ( newShapes.length > 1 ) {
let ambiguous = false;
let toChange = 0;
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
betterShapeHoles[ sIdx ] = [];
}
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
const sho = newShapeHoles[ sIdx ];
for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
const ho = sho[ hIdx ];
let hole_unassigned = true;
for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
if ( sIdx !== s2Idx ) toChange ++;
if ( hole_unassigned ) {
hole_unassigned = false;
betterShapeHoles[ s2Idx ].push( ho );
} else {
ambiguous = true;
}
}
}
if ( hole_unassigned ) {
betterShapeHoles[ sIdx ].push( ho );
}
}
}
if ( toChange > 0 && ambiguous === false ) {
newShapeHoles = betterShapeHoles;
}
}
let tmpHoles;
for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
tmpShape = newShapes[ i ].s;
shapes.push( tmpShape );
tmpHoles = newShapeHoles[ i ];
for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
tmpShape.holes.push( tmpHoles[ j ].h );
}
}
//console.log("shape", shapes);
return shapes;
}
}
class Controls extends EventDispatcher {
constructor( object, domElement = null ) {
super();
this.object = object;
this.domElement = domElement;
this.enabled = true;
this.state = - 1;
this.keys = {};
this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
this.touches = { ONE: null, TWO: null };
}
connect() {}
disconnect() {}
dispose() {}
update( /* delta */ ) {}
}
function contain( texture, aspect ) {
const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
if ( imageAspect > aspect ) {
texture.repeat.x = 1;
texture.repeat.y = imageAspect / aspect;
texture.offset.x = 0;
texture.offset.y = ( 1 - texture.repeat.y ) / 2;
} else {
texture.repeat.x = aspect / imageAspect;
texture.repeat.y = 1;
texture.offset.x = ( 1 - texture.repeat.x ) / 2;
texture.offset.y = 0;
}
return texture;
}
function cover( texture, aspect ) {
const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
if ( imageAspect > aspect ) {
texture.repeat.x = aspect / imageAspect;
texture.repeat.y = 1;
texture.offset.x = ( 1 - texture.repeat.x ) / 2;
texture.offset.y = 0;
} else {
texture.repeat.x = 1;
texture.repeat.y = imageAspect / aspect;
texture.offset.x = 0;
texture.offset.y = ( 1 - texture.repeat.y ) / 2;
}
return texture;
}
function fill( texture ) {
texture.repeat.x = 1;
texture.repeat.y = 1;
texture.offset.x = 0;
texture.offset.y = 0;
return texture;
}
/**
* Given the width, height, format, and type of a texture. Determines how many
* bytes must be used to represent the texture.
*/
function getByteLength( width, height, format, type ) {
const typeByteLength = getTextureTypeByteLength( type );
switch ( format ) {
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
case AlphaFormat:
return width * height;
case LuminanceFormat:
return width * height;
case LuminanceAlphaFormat:
return width * height * 2;
case RedFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RedIntegerFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGIntegerFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBFormat:
return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAIntegerFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
case RGB_S3TC_DXT1_Format:
case RGBA_S3TC_DXT1_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_S3TC_DXT3_Format:
case RGBA_S3TC_DXT5_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
case RGB_PVRTC_2BPPV1_Format:
case RGBA_PVRTC_2BPPV1_Format:
return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
case RGB_PVRTC_4BPPV1_Format:
case RGBA_PVRTC_4BPPV1_Format:
return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
case RGB_ETC1_Format:
case RGB_ETC2_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_ETC2_EAC_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
case RGBA_ASTC_4x4_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x4_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x5_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x5_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x6_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x5_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_8x6_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x8_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x5_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_10x6_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_10x8_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x10_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x10_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x12_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
case RGBA_BPTC_Format:
case RGB_BPTC_SIGNED_Format:
case RGB_BPTC_UNSIGNED_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
case RED_RGTC1_Format:
case SIGNED_RED_RGTC1_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
case RED_GREEN_RGTC2_Format:
case SIGNED_RED_GREEN_RGTC2_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
}
throw new Error(
`Unable to determine texture byte length for ${format} format.`,
);
}
function getTextureTypeByteLength( type ) {
switch ( type ) {
case UnsignedByteType:
case ByteType:
return { byteLength: 1, components: 1 };
case UnsignedShortType:
case ShortType:
case HalfFloatType:
return { byteLength: 2, components: 1 };
case UnsignedShort4444Type:
case UnsignedShort5551Type:
return { byteLength: 2, components: 4 };
case UnsignedIntType:
case IntType:
case FloatType:
return { byteLength: 4, components: 1 };
case UnsignedInt5999Type:
return { byteLength: 4, components: 3 };
}
throw new Error( `Unknown texture type ${type}.` );
}
const TextureUtils = {
contain,
cover,
fill,
getByteLength
};
class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162
constructor( width = 1, height = 1, count = 1, options = {} ) {
console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' );
super( width, height, { ...options, count } );
this.isWebGLMultipleRenderTargets = true;
}
get texture() {
return this.textures;
}
}
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
revision: REVISION,
} } ) );
}
if ( typeof window !== 'undefined' ) {
if ( window.__THREE__ ) {
console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
} else {
window.__THREE__ = REVISION;
}
}
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, 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, 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, LuminanceAlphaFormat, LuminanceFormat, 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, 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, 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, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce };
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