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three

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JavaScript 3D library

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/** * @license * Copyright 2010-2025 Three.js Authors * SPDX-License-Identifier: MIT */ const REVISION = '175'; /** * Represents mouse buttons and interaction types in context of controls. * * @type {ConstantsMouse} * @constant */ const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; /** * Represents touch interaction types in context of controls. * * @type {ConstantsTouch} * @constant */ const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; /** * Disables face culling. * * @type {number} * @constant */ const CullFaceNone = 0; /** * Culls back faces. * * @type {number} * @constant */ const CullFaceBack = 1; /** * Culls front faces. * * @type {number} * @constant */ const CullFaceFront = 2; /** * Culls both front and back faces. * * @type {number} * @constant */ const CullFaceFrontBack = 3; /** * Gives unfiltered shadow maps - fastest, but lowest quality. * * @type {number} * @constant */ const BasicShadowMap = 0; /** * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm. * * @type {number} * @constant */ const PCFShadowMap = 1; /** * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with * better soft shadows especially when using low-resolution shadow maps. * * @type {number} * @constant */ const PCFSoftShadowMap = 2; /** * Filters shadow maps using the Variance Shadow Map (VSM) algorithm. * When using VSMShadowMap all shadow receivers will also cast shadows. * * @type {number} * @constant */ const VSMShadowMap = 3; /** * Only front faces are rendered. * * @type {number} * @constant */ const FrontSide = 0; /** * Only back faces are rendered. * * @type {number} * @constant */ const BackSide = 1; /** * Both front and back faces are rendered. * * @type {number} * @constant */ const DoubleSide = 2; /** * No blending is performed which effectively disables * alpha transparency. * * @type {number} * @constant */ const NoBlending = 0; /** * The default blending. * * @type {number} * @constant */ const NormalBlending = 1; /** * Represents additive blending. * * @type {number} * @constant */ const AdditiveBlending = 2; /** * Represents subtractive blending. * * @type {number} * @constant */ const SubtractiveBlending = 3; /** * Represents multiply blending. * * @type {number} * @constant */ const MultiplyBlending = 4; /** * Represents custom blending. * * @type {number} * @constant */ const CustomBlending = 5; /** * A `source + destination` blending equation. * * @type {number} * @constant */ const AddEquation = 100; /** * A `source - destination` blending equation. * * @type {number} * @constant */ const SubtractEquation = 101; /** * A `destination - source` blending equation. * * @type {number} * @constant */ const ReverseSubtractEquation = 102; /** * A blend equation that uses the minimum of source and destination. * * @type {number} * @constant */ const MinEquation = 103; /** * A blend equation that uses the maximum of source and destination. * * @type {number} * @constant */ const MaxEquation = 104; /** * Multiplies all colors by `0`. * * @type {number} * @constant */ const ZeroFactor = 200; /** * Multiplies all colors by `1`. * * @type {number} * @constant */ const OneFactor = 201; /** * Multiplies all colors by the source colors. * * @type {number} * @constant */ const SrcColorFactor = 202; /** * Multiplies all colors by `1` minus each source color. * * @type {number} * @constant */ const OneMinusSrcColorFactor = 203; /** * Multiplies all colors by the source alpha value. * * @type {number} * @constant */ const SrcAlphaFactor = 204; /** * Multiplies all colors by 1 minus the source alpha value. * * @type {number} * @constant */ const OneMinusSrcAlphaFactor = 205; /** * Multiplies all colors by the destination alpha value. * * @type {number} * @constant */ const DstAlphaFactor = 206; /** * Multiplies all colors by `1` minus the destination alpha value. * * @type {number} * @constant */ const OneMinusDstAlphaFactor = 207; /** * Multiplies all colors by the destination color. * * @type {number} * @constant */ const DstColorFactor = 208; /** * Multiplies all colors by `1` minus each destination color. * * @type {number} * @constant */ const OneMinusDstColorFactor = 209; /** * Multiplies the RGB colors by the smaller of either the source alpha * value or the value of `1` minus the destination alpha value. The alpha * value is multiplied by `1`. * * @type {number} * @constant */ const SrcAlphaSaturateFactor = 210; /** * Multiplies all colors by a constant color. * * @type {number} * @constant */ const ConstantColorFactor = 211; /** * Multiplies all colors by `1` minus a constant color. * * @type {number} * @constant */ const OneMinusConstantColorFactor = 212; /** * Multiplies all colors by a constant alpha value. * * @type {number} * @constant */ const ConstantAlphaFactor = 213; /** * Multiplies all colors by 1 minus a constant alpha value. * * @type {number} * @constant */ const OneMinusConstantAlphaFactor = 214; /** * Never pass. * * @type {number} * @constant */ const NeverDepth = 0; /** * Always pass. * * @type {number} * @constant */ const AlwaysDepth = 1; /** * Pass if the incoming value is less than the depth buffer value. * * @type {number} * @constant */ const LessDepth = 2; /** * Pass if the incoming value is less than or equal to the depth buffer value. * * @type {number} * @constant */ const LessEqualDepth = 3; /** * Pass if the incoming value equals the depth buffer value. * * @type {number} * @constant */ const EqualDepth = 4; /** * Pass if the incoming value is greater than or equal to the depth buffer value. * * @type {number} * @constant */ const GreaterEqualDepth = 5; /** * Pass if the incoming value is greater than the depth buffer value. * * @type {number} * @constant */ const GreaterDepth = 6; /** * Pass if the incoming value is not equal to the depth buffer value. * * @type {number} * @constant */ const NotEqualDepth = 7; /** * Multiplies the environment map color with the surface color. * * @type {number} * @constant */ const MultiplyOperation = 0; /** * Uses reflectivity to blend between the two colors. * * @type {number} * @constant */ const MixOperation = 1; /** * Adds the two colors. * * @type {number} * @constant */ const AddOperation = 2; /** * No tone mapping is applied. * * @type {number} * @constant */ const NoToneMapping = 0; /** * Linear tone mapping. * * @type {number} * @constant */ const LinearToneMapping = 1; /** * Reinhard tone mapping. * * @type {number} * @constant */ const ReinhardToneMapping = 2; /** * Cineon tone mapping. * * @type {number} * @constant */ const CineonToneMapping = 3; /** * ACES Filmic tone mapping. * * @type {number} * @constant */ const ACESFilmicToneMapping = 4; /** * Custom tone mapping. * * Expects a custom implementation by modifying shader code of the material's fragment shader. * * @type {number} * @constant */ const CustomToneMapping = 5; /** * AgX tone mapping. * * @type {number} * @constant */ const AgXToneMapping = 6; /** * Neutral tone mapping. * * Implementation based on the Khronos 3D Commerce Group standard tone mapping. * * @type {number} * @constant */ const NeutralToneMapping = 7; /** * The skinned mesh shares the same world space as the skeleton. * * @type {string} * @constant */ const AttachedBindMode = 'attached'; /** * The skinned mesh does not share the same world space as the skeleton. * This is useful when a skeleton is shared across multiple skinned meshes. * * @type {string} * @constant */ const DetachedBindMode = 'detached'; /** * Maps textures using the geometry's UV coordinates. * * @type {number} * @constant */ const UVMapping = 300; /** * Reflection mapping for cube textures. * * @type {number} * @constant */ const CubeReflectionMapping = 301; /** * Refraction mapping for cube textures. * * @type {number} * @constant */ const CubeRefractionMapping = 302; /** * Reflection mapping for equirectangular textures. * * @type {number} * @constant */ const EquirectangularReflectionMapping = 303; /** * Refraction mapping for equirectangular textures. * * @type {number} * @constant */ const EquirectangularRefractionMapping = 304; /** * Reflection mapping for PMREM textures. * * @type {number} * @constant */ const CubeUVReflectionMapping = 306; /** * The texture will simply repeat to infinity. * * @type {number} * @constant */ const RepeatWrapping = 1000; /** * The last pixel of the texture stretches to the edge of the mesh. * * @type {number} * @constant */ const ClampToEdgeWrapping = 1001; /** * The texture will repeats to infinity, mirroring on each repeat. * * @type {number} * @constant */ const MirroredRepeatWrapping = 1002; /** * Returns the value of the texture element that is nearest (in Manhattan distance) * to the specified texture coordinates. * * @type {number} * @constant */ const NearestFilter = 1003; /** * Chooses the mipmap that most closely matches the size of the pixel being textured * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel) * to produce a texture value. * * @type {number} * @constant */ const NearestMipmapNearestFilter = 1004; const NearestMipMapNearestFilter = 1004; // legacy /** * Chooses the two mipmaps that most closely match the size of the pixel being textured and * uses the `NearestFilter` criterion to produce a texture value from each mipmap. * The final texture value is a weighted average of those two values. * * @type {number} * @constant */ const NearestMipmapLinearFilter = 1005; const NearestMipMapLinearFilter = 1005; // legacy /** * Returns the weighted average of the four texture elements that are closest to the specified * texture coordinates, and can include items wrapped or repeated from other parts of a texture, * depending on the values of `wrapS` and `wrapT`, and on the exact mapping. * * @type {number} * @constant */ const LinearFilter = 1006; /** * Chooses the mipmap that most closely matches the size of the pixel being textured and uses * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the * center of the pixel) to produce a texture value. * * @type {number} * @constant */ const LinearMipmapNearestFilter = 1007; const LinearMipMapNearestFilter = 1007; // legacy /** * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value * is a weighted average of those two values. * * @type {number} * @constant */ const LinearMipmapLinearFilter = 1008; const LinearMipMapLinearFilter = 1008; // legacy /** * An unsigned byte data type for textures. * * @type {number} * @constant */ const UnsignedByteType = 1009; /** * A byte data type for textures. * * @type {number} * @constant */ const ByteType = 1010; /** * A short data type for textures. * * @type {number} * @constant */ const ShortType = 1011; /** * An unsigned short data type for textures. * * @type {number} * @constant */ const UnsignedShortType = 1012; /** * An int data type for textures. * * @type {number} * @constant */ const IntType = 1013; /** * An unsigned int data type for textures. * * @type {number} * @constant */ const UnsignedIntType = 1014; /** * A float data type for textures. * * @type {number} * @constant */ const FloatType = 1015; /** * A half float data type for textures. * * @type {number} * @constant */ const HalfFloatType = 1016; /** * An unsigned short 4_4_4_4 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedShort4444Type = 1017; /** * An unsigned short 5_5_5_1 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedShort5551Type = 1018; /** * An unsigned int 24_8 data type for textures. * * @type {number} * @constant */ const UnsignedInt248Type = 1020; /** * An unsigned int 5_9_9_9 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedInt5999Type = 35902; /** * Discards the red, green and blue components and reads just the alpha component. * * @type {number} * @constant */ const AlphaFormat = 1021; /** * Discards the alpha component and reads the red, green and blue component. * * @type {number} * @constant */ const RGBFormat = 1022; /** * Reads the red, green, blue and alpha components. * * @type {number} * @constant */ const RGBAFormat = 1023; /** * reads each element as a single luminance component. This is then converted to a floating point, * clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value * in the red, green and blue channels, and attaching 1.0 to the alpha channel. * * @type {number} * @constant */ const LuminanceFormat = 1024; /** * Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`, * except that the alpha channel may have values other than `1.0`. * * @type {number} * @constant */ const LuminanceAlphaFormat = 1025; /** * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`. * * @type {number} * @constant */ const DepthFormat = 1026; /** * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format. * * @type {number} * @constant */ const DepthStencilFormat = 1027; /** * Discards the green, blue and alpha components and reads just the red component. * * @type {number} * @constant */ const RedFormat = 1028; /** * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RedIntegerFormat = 1029; /** * Discards the alpha, and blue components and reads the red, and green components. * * @type {number} * @constant */ const RGFormat = 1030; /** * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RGIntegerFormat = 1031; /** * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RGBIntegerFormat = 1032; /** * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RGBAIntegerFormat = 1033; /** * A DXT1-compressed image in an RGB image format. * * @type {number} * @constant */ const RGB_S3TC_DXT1_Format = 33776; /** * A DXT1-compressed image in an RGB image format with a simple on/off alpha value. * * @type {number} * @constant */ const RGBA_S3TC_DXT1_Format = 33777; /** * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. * * @type {number} * @constant */ const RGBA_S3TC_DXT3_Format = 33778; /** * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 * compression in how the alpha compression is done. * * @type {number} * @constant */ const RGBA_S3TC_DXT5_Format = 33779; /** * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels. * * @type {number} * @constant */ const RGB_PVRTC_4BPPV1_Format = 35840; /** * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels. * * @type {number} * @constant */ const RGB_PVRTC_2BPPV1_Format = 35841; /** * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels. * * @type {number} * @constant */ const RGBA_PVRTC_4BPPV1_Format = 35842; /** * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels. * * @type {number} * @constant */ const RGBA_PVRTC_2BPPV1_Format = 35843; /** * ETC1 RGB format. * * @type {number} * @constant */ const RGB_ETC1_Format = 36196; /** * ETC2 RGB format. * * @type {number} * @constant */ const RGB_ETC2_Format = 37492; /** * ETC2 RGBA format. * * @type {number} * @constant */ const RGBA_ETC2_EAC_Format = 37496; /** * ASTC RGBA 4x4 format. * * @type {number} * @constant */ const RGBA_ASTC_4x4_Format = 37808; /** * ASTC RGBA 5x4 format. * * @type {number} * @constant */ const RGBA_ASTC_5x4_Format = 37809; /** * ASTC RGBA 5x5 format. * * @type {number} * @constant */ const RGBA_ASTC_5x5_Format = 37810; /** * ASTC RGBA 6x5 format. * * @type {number} * @constant */ const RGBA_ASTC_6x5_Format = 37811; /** * ASTC RGBA 6x6 format. * * @type {number} * @constant */ const RGBA_ASTC_6x6_Format = 37812; /** * ASTC RGBA 8x5 format. * * @type {number} * @constant */ const RGBA_ASTC_8x5_Format = 37813; /** * ASTC RGBA 8x6 format. * * @type {number} * @constant */ const RGBA_ASTC_8x6_Format = 37814; /** * ASTC RGBA 8x8 format. * * @type {number} * @constant */ const RGBA_ASTC_8x8_Format = 37815; /** * ASTC RGBA 10x5 format. * * @type {number} * @constant */ const RGBA_ASTC_10x5_Format = 37816; /** * ASTC RGBA 10x6 format. * * @type {number} * @constant */ const RGBA_ASTC_10x6_Format = 37817; /** * ASTC RGBA 10x8 format. * * @type {number} * @constant */ const RGBA_ASTC_10x8_Format = 37818; /** * ASTC RGBA 10x10 format. * * @type {number} * @constant */ const RGBA_ASTC_10x10_Format = 37819; /** * ASTC RGBA 12x10 format. * * @type {number} * @constant */ const RGBA_ASTC_12x10_Format = 37820; /** * ASTC RGBA 12x12 format. * * @type {number} * @constant */ const RGBA_ASTC_12x12_Format = 37821; /** * BPTC RGBA format. * * @type {number} * @constant */ const RGBA_BPTC_Format = 36492; /** * BPTC Signed RGB format. * * @type {number} * @constant */ const RGB_BPTC_SIGNED_Format = 36494; /** * BPTC Unsigned RGB format. * * @type {number} * @constant */ const RGB_BPTC_UNSIGNED_Format = 36495; /** * RGTC1 Red format. * * @type {number} * @constant */ const RED_RGTC1_Format = 36283; /** * RGTC1 Signed Red format. * * @type {number} * @constant */ const SIGNED_RED_RGTC1_Format = 36284; /** * RGTC2 Red Green format. * * @type {number} * @constant */ const RED_GREEN_RGTC2_Format = 36285; /** * RGTC2 Signed Red Green format. * * @type {number} * @constant */ const SIGNED_RED_GREEN_RGTC2_Format = 36286; /** * Animations are played once. * * @type {number} * @constant */ const LoopOnce = 2200; /** * Animations are played with a chosen number of repetitions, each time jumping from * the end of the clip directly to its beginning. * * @type {number} * @constant */ const LoopRepeat = 2201; /** * Animations are played with a chosen number of repetitions, alternately playing forward * and backward. * * @type {number} * @constant */ const LoopPingPong = 2202; /** * Discrete interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateDiscrete = 2300; /** * Linear interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateLinear = 2301; /** * Smooth interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateSmooth = 2302; /** * Zero curvature ending for animations. * * @type {number} * @constant */ const ZeroCurvatureEnding = 2400; /** * Zero slope ending for animations. * * @type {number} * @constant */ const ZeroSlopeEnding = 2401; /** * Wrap around ending for animations. * * @type {number} * @constant */ const WrapAroundEnding = 2402; /** * Default animation blend mode. * * @type {number} * @constant */ const NormalAnimationBlendMode = 2500; /** * Additive animation blend mode. Can be used to layer motions on top of * each other to build complex performances from smaller re-usable assets. * * @type {number} * @constant */ const AdditiveAnimationBlendMode = 2501; /** * For every three vertices draw a single triangle. * * @type {number} * @constant */ const TrianglesDrawMode = 0; /** * For each vertex draw a triangle from the last three vertices. * * @type {number} * @constant */ const TriangleStripDrawMode = 1; /** * For each vertex draw a triangle from the first vertex and the last two vertices. * * @type {number} * @constant */ const TriangleFanDrawMode = 2; /** * Basic depth packing. * * @type {number} * @constant */ const BasicDepthPacking = 3200; /** * A depth value is packed into 32 bit RGBA. * * @type {number} * @constant */ const RGBADepthPacking = 3201; /** * A depth value is packed into 24 bit RGB. * * @type {number} * @constant */ const RGBDepthPacking = 3202; /** * A depth value is packed into 16 bit RG. * * @type {number} * @constant */ const RGDepthPacking = 3203; /** * Normal information is relative to the underlying surface. * * @type {number} * @constant */ const TangentSpaceNormalMap = 0; /** * Normal information is relative to the object orientation. * * @type {number} * @constant */ const ObjectSpaceNormalMap = 1; // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. /** * No color space. * * @type {string} * @constant */ const NoColorSpace = ''; /** * sRGB color space. * * @type {string} * @constant */ const SRGBColorSpace = 'srgb'; /** * sRGB-linear color space. * * @type {string} * @constant */ const LinearSRGBColorSpace = 'srgb-linear'; /** * Linear transfer function. * * @type {string} * @constant */ const LinearTransfer = 'linear'; /** * sRGB transfer function. * * @type {string} * @constant */ const SRGBTransfer = 'srgb'; /** * Sets the stencil buffer value to `0`. * * @type {number} * @constant */ const ZeroStencilOp = 0; /** * Keeps the current value. * * @type {number} * @constant */ const KeepStencilOp = 7680; /** * Sets the stencil buffer value to the specified reference value. * * @type {number} * @constant */ const ReplaceStencilOp = 7681; /** * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. * * @type {number} * @constant */ const IncrementStencilOp = 7682; /** * Decrements the current stencil buffer value. Clamps to `0`. * * @type {number} * @constant */ const DecrementStencilOp = 7683; /** * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing * the maximum representable unsigned value. * * @type {number} * @constant */ const IncrementWrapStencilOp = 34055; /** * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable * unsigned value when decrementing a stencil buffer value of `0`. * * @type {number} * @constant */ const DecrementWrapStencilOp = 34056; /** * Inverts the current stencil buffer value bitwise. * * @type {number} * @constant */ const InvertStencilOp = 5386; /** * Will never return true. * * @type {number} * @constant */ const NeverStencilFunc = 512; /** * Will return true if the stencil reference value is less than the current stencil value. * * @type {number} * @constant */ const LessStencilFunc = 513; /** * Will return true if the stencil reference value is equal to the current stencil value. * * @type {number} * @constant */ const EqualStencilFunc = 514; /** * Will return true if the stencil reference value is less than or equal to the current stencil value. * * @type {number} * @constant */ const LessEqualStencilFunc = 515; /** * Will return true if the stencil reference value is greater than the current stencil value. * * @type {number} * @constant */ const GreaterStencilFunc = 516; /** * Will return true if the stencil reference value is not equal to the current stencil value. * * @type {number} * @constant */ const NotEqualStencilFunc = 517; /** * Will return true if the stencil reference value is greater than or equal to the current stencil value. * * @type {number} * @constant */ const GreaterEqualStencilFunc = 518; /** * Will always return true. * * @type {number} * @constant */ const AlwaysStencilFunc = 519; /** * Never pass. * * @type {number} * @constant */ const NeverCompare = 512; /** * Pass if the incoming value is less than the texture value. * * @type {number} * @constant */ const LessCompare = 513; /** * Pass if the incoming value equals the texture value. * * @type {number} * @constant */ const EqualCompare = 514; /** * Pass if the incoming value is less than or equal to the texture value. * * @type {number} * @constant */ const LessEqualCompare = 515; /** * Pass if the incoming value is greater than the texture value. * * @type {number} * @constant */ const GreaterCompare = 516; /** * Pass if the incoming value is not equal to the texture value. * * @type {number} * @constant */ const NotEqualCompare = 517; /** * Pass if the incoming value is greater than or equal to the texture value. * * @type {number} * @constant */ const GreaterEqualCompare = 518; /** * Always pass. * * @type {number} * @constant */ const AlwaysCompare = 519; /** * The contents are intended to be specified once by the application, and used many * times as the source for drawing and image specification commands. * * @type {number} * @constant */ const StaticDrawUsage = 35044; /** * The contents are intended to be respecified repeatedly by the application, and * used many times as the source for drawing and image specification commands. * * @type {number} * @constant */ const DynamicDrawUsage = 35048; /** * The contents are intended to be specified once by the application, and used at most * a few times as the source for drawing and image specification commands. * * @type {number} * @constant */ const StreamDrawUsage = 35040; /** * The contents are intended to be specified once by reading data from the 3D API, and queried * many times by the application. * * @type {number} * @constant */ const StaticReadUsage = 35045; /** * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried * many times by the application. * * @type {number} * @constant */ const DynamicReadUsage = 35049; /** * The contents are intended to be specified once by reading data from the 3D API, and queried at most * a few times by the application * * @type {number} * @constant */ const StreamReadUsage = 35041; /** * The contents are intended to be specified once by reading data from the 3D API, and used many times as * the source for WebGL drawing and image specification commands. * * @type {number} * @constant */ const StaticCopyUsage = 35046; /** * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times * as the source for WebGL drawing and image specification commands. * * @type {number} * @constant */ const DynamicCopyUsage = 35050; /** * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times * as the source for WebGL drawing and image specification commands. * * @type {number} * @constant */ const StreamCopyUsage = 35042; /** * GLSL 1 shader code. * * @type {string} * @constant */ const GLSL1 = '100'; /** * GLSL 3 shader code. * * @type {string} * @constant */ const GLSL3 = '300 es'; /** * WebGL coordinate system. * * @type {number} * @constant */ const WebGLCoordinateSystem = 2000; /** * WebGPU coordinate system. * * @type {number} * @constant */ const WebGPUCoordinateSystem = 2001; /** * Represents the different timestamp query types. * * @type {ConstantsTimestampQuery} * @constant */ const TimestampQuery = { COMPUTE: 'compute', RENDER: 'render' }; /** * This type represents mouse buttons and interaction types in context of controls. * * @typedef {Object} ConstantsMouse * @property {number} MIDDLE - The left mouse button. * @property {number} LEFT - The middle mouse button. * @property {number} RIGHT - The right mouse button. * @property {number} ROTATE - A rotate interaction. * @property {number} DOLLY - A dolly interaction. * @property {number} PAN - A pan interaction. **/ /** * This type represents touch interaction types in context of controls. * * @typedef {Object} ConstantsTouch * @property {number} ROTATE - A rotate interaction. * @property {number} PAN - A pan interaction. * @property {number} DOLLY_PAN - The dolly-pan interaction. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction. **/ /** * This type represents the different timestamp query types. * * @typedef {Object} ConstantsTimestampQuery * @property {string} COMPUTE - A `compute` timestamp query. * @property {string} RENDER - A `render` timestamp query. **/ /** * This modules allows to dispatch event objects on custom JavaScript objects. * * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/} * * Code Example: * ```js * class Car extends EventDispatcher { * start() { * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } ); * } *}; * * // Using events with the custom object * const car = new Car(); * car.addEventListener( 'start', function ( event ) { * alert( event.message ); * } ); * * car.start(); * ``` */ class EventDispatcher { /** * Adds the given event listener to the given event type. * * @param {string} type - The type of event to listen to. * @param {Function} listener - The function that gets called when the event is fired. */ 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 ); } } /** * Returns `true` if the given event listener has been added to the given event type. * * @param {string} type - The type of event. * @param {Function} listener - The listener to check. * @return {boolean} Whether the given event listener has been added to the given event type. */ hasEventListener( type, listener ) { const listeners = this._listeners; if ( listeners === undefined ) return false; return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1; } /** * Removes the given event listener from the given event type. * * @param {string} type - The type of event. * @param {Function} listener - The listener to remove. */ removeEventListener( type, listener ) { const listeners = this._listeners; if ( listeners === undefined ) return; const listenerArray = listeners[ type ]; if ( listenerArray !== undefined ) { const index = listenerArray.indexOf( listener ); if ( index !== -1 ) { listenerArray.splice( index, 1 ); } } } /** * Dispatches an event object. * * @param {Object} event - The event that gets fired. */ dispatchEvent( event ) { const listeners = this._listeners; if ( listeners === undefined ) return; 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; /** * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier} * (universally unique identifier). * * @return {string} The UUID. */ function generateUUID() { // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 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(); } /** * Clamps the given value between min and max. * * @param {number} value - The value to clamp. * @param {number} min - The min value. * @param {number} max - The max value. * @return {number} The clamped value. */ function clamp( value, min, max ) { return Math.max( min, Math.min( max, value ) ); } /** * Computes the Euclidean modulo of the given parameters that * is `( ( n % m ) + m ) % m`. * * @param {number} n - The first parameter. * @param {number} m - The second parameter. * @return {number} The Euclidean modulo. */ function euclideanModulo( n, m ) { // https://en.wikipedia.org/wiki/Modulo_operation return ( ( n % m ) + m ) % m; } /** * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>` * for the given value. * * @param {number} x - The value to be mapped. * @param {number} a1 - Minimum value for range A. * @param {number} a2 - Maximum value for range A. * @param {number} b1 - Minimum value for range B. * @param {number} b2 - Maximum value for range B. * @return {number} The mapped value. */ function mapLinear( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); } /** * Returns the percentage in the closed interval `[0, 1]` of the given value * between the start and end point. * * @param {number} x - The start point * @param {number} y - The end point. * @param {number} value - A value between start and end. * @return {number} The interpolation factor. */ function inverseLerp( x, y, value ) { // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ if ( x !== y ) { return ( value - x ) / ( y - x ); } else { return 0; } } /** * Returns a value linearly interpolated from two known points based on the given interval - * `t = 0` will return `x` and `t = 1` will return `y`. * * @param {number} x - The start point * @param {number} y - The end point. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. * @return {number} The interpolated value. */ function lerp( x, y, t ) { return ( 1 - t ) * x + t * y; } /** * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta * time to maintain frame rate independent movement. For details, see * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}. * * @param {number} x - The current point. * @param {number} y - The target point. * @param {number} lambda - A higher lambda value will make the movement more sudden, * and a lower value will make the movement more gradual. * @param {number} dt - Delta time in seconds. * @return {number} The interpolated value. */ function damp( x, y, lambda, dt ) { return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); } /** * Returns a value that alternates between `0` and the given `length` parameter. * * @param {number} x - The value to pingpong. * @param {number} [length=1] - The positive value the function will pingpong to. * @return {number} The alternated value. */ function pingpong( x, length = 1 ) { // https://www.desmos.com/calculator/vcsjnyz7x4 return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); } /** * Returns a value in the range `[0,1]` that represents the percentage that `x` has * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to * the `min` and `max`. * * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details. * * @param {number} x - The value to evaluate based on its position between min and max. * @param {number} min - The min value. Any x value below min will be `0`. * @param {number} max - The max value. Any x value above max will be `1`. * @return {number} The alternated value. */ 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 ); } /** * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations} * that has zero 1st and 2nd order derivatives at x=0 and x=1. * * @param {number} x - The value to evaluate based on its position between min and max. * @param {number} min - The min value. Any x value below min will be `0`. * @param {number} max - The max value. Any x value above max will be `1`. * @return {number} The alternated value. */ 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 ); } /** * Returns a random integer from `<low, high>` interval. * * @param {number} low - The lower value boundary. * @param {number} high - The upper value boundary * @return {number} A random integer. */ function randInt( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); } /** * Returns a random float from `<low, high>` interval. * * @param {number} low - The lower value boundary. * @param {number} high - The upper value boundary * @return {number} A random float. */ function randFloat( low, high ) { return low + Math.random() * ( high - low ); } /** * Returns a random integer from `<-range/2, range/2>` interval. * * @param {number} range - Defines the value range. * @return {number} A random float. */ function randFloatSpread( range ) { return range * ( 0.5 - Math.random() ); } /** * Returns a deterministic pseudo-random float in the interval `[0, 1]`. * * @param {number} [s] - The integer seed. * @return {number} A random float. */ 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; } /** * Converts degrees to radians. * * @param {number} degrees - A value in degrees. * @return {number} The converted value in radians. */ function degToRad( degrees ) { return degrees * DEG2RAD; } /** * Converts radians to degrees. * * @param {number} radians - A value in radians. * @return {number} The converted value in degrees. */ function radToDeg( radians ) { return radians * RAD2DEG; } /** * Returns `true` if the given number is a power of two. * * @param {number} value - The value to check. * @return {boolean} Whether the given number is a power of two or not. */ function isPowerOfTwo( value ) { return ( value & ( value - 1 ) ) === 0 && value !== 0; } /** * Returns the smallest power of two that is greater than or equal to the given number. * * @param {number} value - The value to find a POT for. * @return {number} The smallest power of two that is greater than or equal to the given number. */ function ceilPowerOfTwo( value ) { return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); } /** * Returns the largest power of two that is less than or equal to the given number. * * @param {number} value - The value to find a POT for. * @return {number} The largest power of two that is less than or equal to the given number. */ function floorPowerOfTwo( value ) { return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); } /** * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles} * defined by the given angles and order. * * 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`. * * @param {Quaternion} q - The quaternion to set. * @param {number} a - The rotation applied to the first axis, in radians. * @param {number} b - The rotation applied to the second axis, in radians. * @param {number} c - The rotation applied to the third axis, in radians. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. */ function setQuaternionFromProperEuler( q, a, b, c, order ) { 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 ); } } /** * Denormalizes the given value according to the given typed array. * * @param {number} value - The value to denormalize. * @param {TypedArray} array - The typed array that defines the data type of the value. * @return {number} The denormalize (float) value in the range `[0,1]`. */ 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 ); case Int16Array: return Math.max( value / 32767.0, -1 ); case Int8Array: return Math.max( value / 127.0, -1 ); default: throw new Error( 'Invalid component type.' ); } } /** * Normalizes the given value according to the given typed array. * * @param {number} value - The float value in the range `[0,1]` to normalize. * @param {TypedArray} array - The typed array that defines the data type of the value. * @return {number} The normalize value. */ 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.' ); } } /** * @class * @classdesc A collection of math utility functions. * @hideconstructor */ const MathUtils = { DEG2RAD: DEG2RAD, RAD2DEG: RAD2DEG, /** * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier} * (universally unique identifier). * * @static * @method * @return {string} The UUID. */ generateUUID: generateUUID, /** * Clamps the given value between min and max. * * @static * @method * @param {number} value - The value to clamp. * @param {number} min - The min value. * @param {number} max - The max value. * @return {number} The clamped value. */ clamp: clamp, /** * Computes the Euclidean modulo of the given parameters that * is `( ( n % m ) + m ) % m`. * * @static * @method * @param {number} n - The first parameter. * @param {number} m - The second parameter. * @return {number} The Euclidean modulo. */ euclideanModulo: euclideanModulo, /** * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>` * for the given value. * * @static * @method * @param {number} x - The value to be mapped. * @param {number} a1 - Minimum value for range A. * @param {number} a2 - Maximum value for range A. * @param {number} b1 - Minimum value for range B. * @param {number} b2 - Maximum value for range B. * @return {number} The mapped value. */ mapLinear: mapLinear, /** * Returns the percentage in the closed interval `[0, 1]` of the given value * between the start and end point. * * @static * @method * @param {number} x - The start point * @param {number} y - The end point. * @param {number} value - A value between start and end. * @return {number} The interpolation factor. */ inverseLerp: inverseLerp, /** * Returns a value linearly interpolated from two known points based on the given interval - * `t = 0` will return `x` and `t = 1` will return `y`. * * @static * @method * @param {number} x - The start point * @param {number} y - The end point. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. * @return {number} The interpolated value. */ lerp: lerp, /** * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta * time to maintain frame rate independent movement. For details, see * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}. * * @static * @method * @param {number} x - The current point. * @param {number} y - The target point. * @param {number} lambda - A higher lambda value will make the movement more sudden, * and a lower value will make the movement more gradual. * @param {number} dt - Delta time in seconds. * @return {number} The interpolated value. */ damp: damp, /** * Returns a value that alternates between `0` and the given `length` parameter. * * @static * @method * @param {number} x - The value to pingpong. * @param {number} [length=1] - The positive value the function will pingpong to. * @return {number} The alternated value. */ pingpong: pingpong, /** * Returns a value in the range `[0,1]` that represents the percentage that `x` has * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to * the `min` and `max`. * * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details. * * @static * @method * @param {number} x - The value to evaluate based on its position between min and max. * @param {number} min - The min value. Any x value below min will be `0`. * @param {number} max - The max value. Any x value above max will be `1`. * @return {number} The alternated value. */ smoothstep: smoothstep, /** * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations} * that has zero 1st and 2nd order derivatives at x=0 and x=1. * * @static * @method * @param {number} x - The value to evaluate based on its position between min and max. * @param {number} min - The min value. Any x value below min will be `0`. * @param {number} max - The max value. Any x value above max will be `1`. * @return {number} The alternated value. */ smootherstep: smootherstep, /** * Returns a random integer from `<low, high>` interval. * * @static * @method * @param {number} low - The lower value boundary. * @param {numb