elation-engine
Version:
WebGL/WebVR engine written in Javascript
2,690 lines (1,653 loc) • 1.23 MB
JavaScript
//console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated with r150+, and will be removed with r160. Please use ES Modules or alternatives: https://threejs.org/docs/index.html#manual/en/introduction/Installation' );
/**
* @license
* Copyright 2010-2023 Three.js Authors
* SPDX-License-Identifier: MIT
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
})(this, (function (exports) { 'use strict';
const REVISION = '150';
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 TwoPassDoubleSide = 2; // r149
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 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 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 AlphaFormat = 1021;
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 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 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 LinearEncoding = 3000;
const sRGBEncoding = 3001;
const BasicDepthPacking = 3200;
const RGBADepthPacking = 3201;
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 DisplayP3ColorSpace = 'display-p3';
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 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 _SRGBAFormat = 1035; // fallback for WebGL 1
/**
* 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 Uint16Array:
return value / 65535.0;
case Uint8Array:
return value / 255.0;
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 Uint16Array:
return Math.round( value * 65535.0 );
case Uint8Array:
return Math.round( value * 255.0 );
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 = Math.max( min.x, Math.min( max.x, this.x ) );
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
}
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 = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( 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;
}
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() {
Matrix3.prototype.isMatrix3 = true;
this.elements = [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
}
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 ) {
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 );
}
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 ) {
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 !== false ) 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();
this._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() {
// Derived from http://planning.cs.uiuc.edu/node198.html
// Note, this source uses w, x, y, z ordering,
// so we swap the order below.
const u1 = Math.random();
const sqrt1u1 = Math.sqrt( 1 - u1 );
const sqrtu1 = Math.sqrt( u1 );
const u2 = 2 * Math.PI * Math.random();
const u3 = 2 * Math.PI * Math.random();
return this.set(
sqrt1u1 * Math.cos( u2 ),
sqrtu1 * Math.sin( u3 ),
sqrtu1 * Math.cos( u3 ),
sqrt1u1 * Math.sin( u2 ),
);
}
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 );
return this;
}
_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 ) {
const x = this.x, y = this.y, z = this.z;
const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// calculate quat * vector
const ix = qw * x + qy * z - qz * y;
const iy = qw * y + qz * x - qx * z;
const iz = qw * z + qx * y - qy * x;
const iw = - qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
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 = Math.max( min.x, Math.min( max.x, this.x ) );
this.y = Math.max( min.y, Math.min( max.y, this.y ) );
this.z = Math.max( min.z, Math.min( max.z, this.z ) );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
}
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 = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( 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$d.copy( this ).projectOnVector( planeNormal );
return this.sub( _vector$d );
}
reflect( normal ) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub( _vector$d.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 = th