three
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JavaScript 3D library
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JavaScript
/**
* @license
* Copyright 2010-2026 Three.js Authors
* SPDX-License-Identifier: MIT
*/
const REVISION = '186';
/**
* 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
* @deprecated since r186. Use `PCFShadowMap` instead.
*/
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;
/**
* Represents material blending.
*
* @type {number}
* @constant
*/
const MaterialBlending = 6;
/**
* 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;
/**
* An unsigned int 10_11_11 (packed) data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedInt101111Type = 35899;
/**
* 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 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;
/**
* EAC R11 UNORM format.
*
* @type {number}
* @constant
*/
const R11_EAC_Format = 37488; // 0x9270
/**
* EAC R11 SNORM format.
*
* @type {number}
* @constant
*/
const SIGNED_R11_EAC_Format = 37489; // 0x9271
/**
* EAC RG11 UNORM format.
*
* @type {number}
* @constant
*/
const RG11_EAC_Format = 37490; // 0x9272
/**
* EAC RG11 SNORM format.
*
* @type {number}
* @constant
*/
const SIGNED_RG11_EAC_Format = 37491; // 0x9273
/**
* 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;
/**
* Bezier interpolation mode for keyframe tracks.
*
* Uses cubic Bezier curves with explicit 2D control points.
* Requires tangent data to be set on the track.
*
* @type {number}
* @constant
*/
const InterpolateBezier = 2303;
/**
* 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;
/**
* The depth value is inverted (1.0 - z) for visualization purposes.
*
* @type {number}
* @constant
*/
const BasicDepthPacking = 3200;
/**
* The depth value is packed into 32 bit RGBA.
*
* @type {number}
* @constant
*/
const RGBADepthPacking = 3201;
/**
* The depth value is packed into 24 bit RGB.
*
* @type {number}
* @constant
*/
const RGBDepthPacking = 3202;
/**
* The 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';
/**
* No normal map packing.
*
* @type {string}
* @constant
*/
const NoNormalPacking = '';
/**
* Normal RG packing.
*
* @type {string}
* @constant
*/
const NormalRGPacking = 'rg';
/**
* Normal GA packing.
*
* @type {string}
* @constant
*/
const NormalGAPacking = 'ga';
/**
* 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'
};
/**
* Represents mouse buttons and interaction types in context of controls.
*
* @type {ConstantsInterpolationSamplingType}
* @constant
*/
const InterpolationSamplingType = {
PERSPECTIVE: 'perspective',
LINEAR: 'linear',
FLAT: 'flat'
};
/**
* Represents the different interpolation sampling modes.
*
* @type {ConstantsInterpolationSamplingMode}
* @constant
*/
const InterpolationSamplingMode = {
NORMAL: 'normal',
CENTROID: 'centroid',
SAMPLE: 'sample',
FIRST: 'first',
EITHER: 'either'
};
/**
* Compatibility flags for features that may not be supported across all platforms.
*
* @type {Object}
* @constant
*/
const Compatibility = {
TEXTURE_COMPARE: 'depthTextureCompare'
};
/**
* Represents the refresh types of render objects.
*
* @type {ConstantsRenderObjectRefreshType}
* @constant
*/
const RenderObjectRefreshType = {
NONE: 0,
SHARED: 1,
FULL: 2
};
/**
* 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.
**/
/**
* Represents the different interpolation sampling types.
*
* @typedef {Object} ConstantsInterpolationSamplingType
* @property {string} PERSPECTIVE - Perspective-correct interpolation.
* @property {string} LINEAR - Linear interpolation.
* @property {string} FLAT - Flat interpolation.
*/
/**
* Represents the different interpolation sampling modes.
*
* @typedef {Object} ConstantsInterpolationSamplingMode
* @property {string} NORMAL - Normal sampling mode.
* @property {string} CENTROID - Centroid sampling mode.
* @property {string} SAMPLE - Sample-specific sampling mode.
* @property {string} FIRST - Flat interpolation using the first vertex.
* @property {string} EITHER - Flat interpolation using either vertex.
*/
/**
* Represents the refresh types of render objects.
*
* @typedef {Object} ConstantsRenderObjectRefreshType
* @property {number} NONE - No refresh required.
* @property {number} SHARED - Only shared uniform buffers require an update.
* @property {number} FULL - The render object requires a full refresh.
*/
/**
* Checks if an array contains values that require Uint32 representation.
*
* This function determines whether the array contains any values >= 65535,
* which would require a Uint32Array rather than a Uint16Array for proper storage.
* The function iterates from the end of the array, assuming larger values are
* typically located at the end.
*
* @private
* @param {Array<number>} array - The array to check.
* @return {boolean} True if the array contains values >= 65535, false otherwise.
*/
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;
}
/**
* Map of typed array constructor names to their constructors.
* This mapping enables dynamic creation of typed arrays based on string type names.
*
* @private
* @constant
* @type {Object<string, TypedArrayConstructor>}
*/
const TYPED_ARRAYS = {
Int8Array: Int8Array,
Uint8Array: Uint8Array,
Uint8ClampedArray: Uint8ClampedArray,
Int16Array: Int16Array,
Uint16Array: Uint16Array,
Int32Array: Int32Array,
Uint32Array: Uint32Array,
Float32Array: Float32Array,
Float64Array: Float64Array
};
/**
* Creates a typed array of the specified type from the given buffer.
*
* @private
* @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
* @param {ArrayBuffer} buffer - The buffer to create the typed array from.
* @return {TypedArray} A new typed array of the specified type.
*/
function getTypedArray( type, buffer ) {
return new TYPED_ARRAYS[ type ]( buffer );
}
/**
* Returns `true` if the given object is a typed array.
*
* @param {any} array - The object to check.
* @return {boolean} Whether the given object is a typed array.
*/
function isTypedArray( array ) {
return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
}
/**
* Creates an XHTML element with the specified tag name.
*
* This function uses the XHTML namespace to create DOM elements,
* ensuring proper element creation in XML-based contexts.
*
* @private
* @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
* @return {HTMLElement} The created XHTML element.
*/
function createElementNS( name ) {
return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
}
/**
* Creates a canvas element configured for block display.
*
* This is a convenience function that creates a canvas element with
* display style set to 'block', which is commonly used in three.js
* rendering contexts to avoid inline element spacing issues.
*
* @return {HTMLCanvasElement} A canvas element with display set to 'block'.
*/
function createCanvasElement() {
const canvas = createElementNS( 'canvas' );
canvas.style.display = 'block';
return canvas;
}
/**
* Internal cache for tracking warning messages to prevent duplicate warnings.
*
* @private
* @type {Object<string, boolean>}
*/
const _cache = {};
/**
* Custom console function handler for intercepting log, warn, and error calls.
*
* @private
* @type {Function|null}
*/
let _setConsoleFunction = null;
/**
* Sets a custom function to handle console output.
*
* This allows external code to intercept and handle console.log, console.warn,
* and console.error calls made by three.js, which is useful for custom logging,
* testing, or debugging workflows.
*
* @param {Function} fn - The function to handle console output. Should accept
* (type, message, ...params) where type is 'log', 'warn', or 'error'.
*/
function setConsoleFunction( fn ) {
_setConsoleFunction = fn;
}
/**
* Gets the currently set custom console function.
*
* @return {Function|null} The custom console function, or null if not set.
*/
function getConsoleFunction() {
return _setConsoleFunction;
}
/**
* Logs an informational message with the 'THREE.' prefix.
*
* If a custom console function is set via setConsoleFunction(), it will be used
* instead of the native console.log. The first parameter is treated as the
* method name and is automatically prefixed with 'THREE.'.
*
* @param {...any} params - The message components. The first param is used as
* the method name and prefixed with 'THREE.'.
*/
function log( ...params ) {
const message = 'THREE.' + params.shift();
if ( _setConsoleFunction ) {
_setConsoleFunction( 'log', message, ...params );
} else {
console.log( message, ...params );
}
}
/**
* Enhances log/warn/error messages related to TSL.
*
* @param {Array<any>} params - The original message parameters.
* @returns {Array<any>} The filtered and enhanced message parameters.
*/
function enhanceLogMessage( params ) {
const message = params[ 0 ];
if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {
const stackTrace = params[ 1 ];
if ( stackTrace && stackTrace.isStackTrace ) {
params[ 0 ] += ' ' + stackTrace.getLocation();
} else {
params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';
}
}
return params;
}
/**
* Logs a warning message with the 'THREE.' prefix.
*
* If a custom console function is set via setConsoleFunction(), it will be used
* instead of the native console.warn. The first parameter is treated as the
* method name and is automatically prefixed with 'THREE.'.
*
* @param {...any} params - The message components. The first param is used as
* the method name and prefixed with 'THREE.'.
*/
function warn( ...params ) {
params = enhanceLogMessage( params );
const message = 'THREE.' + params.shift();
if ( _setConsoleFunction ) {
_setConsoleFunction( 'warn', message, ...params );
} else {
const stackTrace = params[ 0 ];
if ( stackTrace && stackTrace.isStackTrace ) {
console.warn( stackTrace.getError( message ) );
} else {
console.warn( message, ...params );
}
}
}
/**
* Logs an error message with the 'THREE.' prefix.
*
* If a custom console function is set via setConsoleFunction(), it will be used
* instead of the native console.error. The first parameter is treated as the
* method name and is automatically prefixed with 'THREE.'.
*
* @param {...any} params - The message components. The first param is used as
* the method name and prefixed with 'THREE.'.
*/
function error( ...params ) {
params = enhanceLogMessage( params );
const message = 'THREE.' + params.shift();
if ( _setConsoleFunction ) {
_setConsoleFunction( 'error', message, ...params );
} else {
const stackTrace = params[ 0 ];
if ( stackTrace && stackTrace.isStackTrace ) {
console.error( stackTrace.getError( message ) );
} else {
console.error( message, ...params );
}
}
}
/**
* Logs a warning message only once, preventing duplicate warnings.
*
* This function maintains an internal cache of warning messages and will only
* output each unique warning message once. Useful for warnings that may be
* triggered repeatedly but should only be shown to the user once.
*
* @param {...any} params - The warning message components.
*/
function warnOnce( ...params ) {
const message = params.join( ' ' );
if ( message in _cache ) return;
_cache[ message ] = true;
warn( ...params );
}
/**
* Yields execution to the main thread to allow rendering and other tasks.
* Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.
*
* @return {Promise<void>}
*/
function yieldToMain() {
if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) {
return self.scheduler.yield();
}
return new Promise( resolve => {
requestAnimationFrame( resolve );
} );
}
/**
* Asynchronously probes for WebGL sync object completion.
*
* This function creates a promise that resolves when the WebGL sync object
* signals completion or rejects if the sync operation fails. It uses polling
* at the specified interval to check the sync status without blocking the
* main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
*
* @private
* @param {WebGL2RenderingContext} gl - The WebGL rendering context.
* @param {WebGLSync} sync - The WebGL sync object to wait for.
* @param {number} interval - The polling interval in milliseconds.
* @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
*/
function probeAsync( gl, sync, interval ) {
return new Promise( function ( resolve, reject ) {
function probe() {
switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
case gl.WAIT_FAILED:
reject();
break;
case gl.TIMEOUT_EXPIRED:
setTimeout( probe, interval );
break;
default:
resolve();
}
}
setTimeout( probe, interval );
} );
}
/**
* Used to select the correct depth functions
* when reversed depth buffer is used.
*
* @private
* @type {Object}
*/
const ReversedDepthFuncs = {
[ NeverDepth ]: AlwaysDepth,
[ LessDepth ]: GreaterDepth,
[ EqualDepth ]: NotEqualDepth,
[ LessEqualDepth ]: GreaterEqualDepth,
[ AlwaysDepth ]: NeverDepth,
[ GreaterDepth ]: LessDepth,
[ NotEqualDepth ]: EqualDepth,
[ GreaterEqualDepth ]: LessEqualDepth,
};
/**
* This modules allows to dispatch event objects on custom JavaScript objects.
*
* Main repository: [eventdispatcher.js](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](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. `a2` must be greater than `a1`.
*
* @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](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](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`. `min` must be lower than `max`.
* @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
* @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](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`. `min` must be lower than `max`.
* @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
* @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 integer is a power of two.
*
* @param {number} value - The value to check.
* @return {boolean} Whether the given integer is a power of two or not.
*/
function isPowerOfTwo( value ) {
return value > 0 && Number.isInteger( value ) && 2 ** Math.round( Math.log2( value ) ) === value;
}
/**
* 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. Must be greater than `0`.
* @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. Must be greater than `0`.
* @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](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:
warn( '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:
case Uint8ClampedArray:
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( 'THREE.MathUtils: 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:
case Uint8ClampedArray:
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( 'THREE.MathUtils: Invalid component type.' );
}
}
/**
* @class
* @classdesc A collection of math utility functions.
* @hideconstructor
*/
const MathUtils = {
DEG2RAD: DEG2RAD,
RAD2DEG: RAD2DEG,
/**
* Generate a [UUID](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](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](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](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 {number} high - The upper value boundary
* @return {number} A random integer.
*/
randInt: randInt,
/**
* Returns a random float from `<low, high>` interval.
*
* @static
* @method
* @param {number} low - The lower value boundary.
* @param {number} high - The upper value boundary
* @return {number} A random float.
*/
randFloat: randFloat,
/**
* Returns a random integer from `<-range/2, range/2>` interval.
*
* @static
* @method
* @param {number} range - Defines the value range.
* @return {number} A random float.
*/
randFloatSpread: randFloatSpread,
/**
* Returns a deterministic pseudo-random float in the interval `[0, 1]`.
*
* @static
* @method
* @param {number} [s] - The integer seed.
* @return {number} A random float.
*/
seededRandom: seededRandom,
/**
* Converts degrees to radians.
*
* @static
* @method
* @param {number} degrees - A value in degrees.
* @return {number} The converted value in radians.
*/
degToRad: degToRad,
/**
* Converts radians to degrees.
*
* @static
* @method
* @param {number} radians - A value in radians.
* @return {number} The converted value in degrees.
*/
radToDeg: radToDeg,
/**
* Returns `true` if the given number is a power of two.
*
* @static
* @method
* @param {number} value - The value to check.
* @return {boolean} Whether the given number is a power of two or not.
*/
isPowerOfTwo: isPowerOfTwo,
/**
* Returns the smallest power of two that is greater than or equal to the given number.
*
* @static
* @method
* @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.
*/
ceilPowerOfTwo: ceilPowerOfTwo,
/**
* Returns the largest power of two that is less than or equal to the given number.
*
* @static
* @method
* @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.
*/
floorPowerOfTwo: floorPowerOfTwo,
/**
* Sets the given quaternion from the [Intrinsic Proper Euler Angles](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`.
*
* @static
* @method
* @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.
*/
setQuaternionFromProperEuler: setQuaternionFromProperEuler,
/**
* Normalizes the given value according to the given typed array.
*
* @static
* @method
* @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.
*/
normalize: normalize,
/**
* Denormalizes the given value according to the given typed array.
*
* @static
* @method
* @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]`.
*/
denormalize: denormalize
};
/**
* Class representing a 2D vector. A 2D vector is an ordered pair of numbers
* (labeled x and y), which can be used to represent a number of things, such as:
*
* - A point in 2D space (i.e. a position on a plane).
* - A direction and length across a plane. In three.js the length will
* always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
* and the direction is also measured from `(0, 0)` towards `(x, y)`.
* - Any arbitrary ordered pair of numbers.
*
* There are other things a 2D vector can be used to represent, such as
* momentum vectors, complex numbers and so on, however these are the most
* common uses in three.js.
*
* Iterating through a vector instance will yield its components `(x, y)` in
* the corresponding order.
* ```js
* const a = new THREE.Vector2( 0, 1 );
*
* //no arguments; will be initialised to (0, 0)
* const b = new THREE.Vector2( );
*
* const d = a.distanceTo( b );
* ```
*/
class Vector2 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Vector2.prototype.isVector2 = true;
}
/**
* Constructs a new 2D vector.
*
* @param {number} [x=0] - The x value of this vector.
* @param {number} [y=0] - The y value of this vector.
*/
constructor( x = 0, y = 0 ) {
/**
* The x value of this vector.
*
* @type {number}
*/
this.x = x;
/**
* The y value of this vector.
*
* @type {number}
*/
this.y = y;
}
/**
* Alias for {@link Vector2#x}.
*
* @type {number}
*/
get width() {
return this.x;
}
set width( value ) {
this.x = value;
}
/**
* Alias for {@link Vector2#y}.
*
* @type {number}
*/
get height() {
return this.y;
}
set height( value ) {
this.y = value;
}
/**
* Sets the vector components.
*
* @param {number} x - The value of the x component.
* @param {number} y - The value of the y component.
* @return {Vector2} A reference to this vector.
*/
set( x, y ) {
this.x = x;
this.y = y;
return this;
}
/**
* Sets the vector components to the same value.
*
* @param {number} scalar - The value to set for all vector components.
* @return {Vector2} A reference to this vector.
*/
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
return this;
}
/**
* Sets the vector's x component to the given value
*
* @param {number} x - The value to set.
* @return {Vector2} A reference to this vector.
*/
setX( x ) {
this.x = x;
return this;
}
/**
* Sets the vector's y component to the given value
*
* @param {number} y - The value to set.
* @return {Vector2} A reference to this vector.
*/
setY( y ) {
this.y = y;
return this;
}
/**
* Allows to set a vector component with an index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y.
* @param {number} value - The value to set.
* @return {Vector2} A reference to this vector.
*/
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
default: throw new Error( 'THREE.Vector2: index is out of range: ' + index );
}
return this;
}
/**
* Returns the value of the vector component which matches the given index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y.
* @return {number} A vector component value.
*/
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
default: throw new Error( 'THREE.Vector2: index is out of range: ' + index );
}
}
/**
* Returns a new vector with copied values from this instance.
*
* @return {Vector2} A clone of this instance.
*/
clone() {
return new this.constructor( this.x, this.y );
}
/**
* Copies the values of the given vector to this instance.
*
* @param {Vector2} v - The vector to copy.
* @return {Vector2} A reference to this vector.
*/
copy( v ) {
this.x = v.x;
this.y = v.y;
return this;
}
/**
* Adds the given vector to this instance.
*
* @param {Vector2} v - The vector to add.
* @return {Vector2} A reference to this vector.
*/
add( v ) {
this.x += v.x;
this.y += v.y;
return this;
}
/**
* Adds the given scalar value to all components of this instance.
*
* @param {number} s - The scalar to add.
* @return {Vector2} A reference to this vector.
*/
addScalar( s ) {
this.x += s;
this.y += s;
return this;
}
/**
* Adds the given vectors and stores the result in this instance.
*
* @param {Vector2} a - The first vector.
* @param {Vector2} b - The second vector.
* @return {Vector2} A reference to this vector.
*/
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
/**
* Adds the given vector scaled by the given factor to this instance.
*
* @param {Vector2} v - The vector.
* @param {number} s - The factor that scales `v`.
* @return {Vector2} A reference to this vector.
*/
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
/**
* Subtracts the given vector from this instance.
*
* @param {Vector2} v - The vector to subtract.
* @return {Vector2} A reference to this vector.
*/
sub( v ) {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
* Subtracts the given scalar value from all components of this instance.
*
* @param {number} s - The scalar to subtract.
* @return {Vector2} A reference to this vector.
*/
subScalar( s ) {
this.x -= s;
this.y -= s;
return this;
}
/**
* Subtracts the given vectors and stores the result in this instance.
*
* @param {Vector2} a - The first vector.
* @param {Vector2} b - The second vector.
* @return {Vector2} A reference to this vector.
*/
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
/**
* Multiplies the given vector with this instance.
*
* @param {Vector2} v - The vector to multiply.
* @return {Vector2} A reference to this vector.
*/
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
return this;
}
/**
* Multiplies the given scalar value with all components of this instance.
*
* @param {number} scalar - The scalar to multiply.
* @return {Vector2} A reference to this vector.
*/
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
return this;
}
/**
* Divides this instance by the given vector.
*
* @param {Vector2} v - The vector to divide.
* @return {Vector2} A reference to this vector.
*/
divide( v ) {
this.x /= v.x;
this.y /= v.y;
return this;
}
/**
* Divides this vector by the given scalar.
*
* @param {number} scalar - The scalar to divide.
* @return {Vector2} A reference to this vector.
*/
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
/**
* Multiplies this vector (with an implicit 1 as the 3rd component) by
* the given 3x3 matrix.
*
* @param {Matrix3} m - The matrix to apply.
* @return {Vector2} A reference to this vector.
*/
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;
}
/**
* If this vector's x or y value is greater than the given vector's x or y
* value, replace that value with the corresponding min value.
*
* @param {Vector2} v - The vector.
* @return {Vector2} A reference to this vector.
*/
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
return this;
}
/**
* If this vector's x or y value is less than the given vector's x or y
* value, replace that value with the corresponding max value.
*
* @param {Vector2} v - The vector.
* @return {Vector2} A reference to this vector.
*/
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
return this;
}
/**
* If this vector's x or y value is greater than the max vector's x or y
* value, it is replaced by the corresponding value.
* If this vector's x or y value is less than the min vector's x or y value,
* it is replaced by the corresponding value.
*
* @param {Vector2} min - The minimum x and y values.
* @param {Vector2} max - The maximum x and y values in the desired range.
* @return {Vector2} A reference to this vector.
*/
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
return this;
}
/**
* If this vector's x or y values are greater than the max value, they are
* replaced by the max value.
* If this vector's x or y values are less than the min value, they are
* replaced by the min value.
*
* @param {number} minVal - The minimum value the components will be clamped to.
* @param {number} maxVal - The maximum value the components will be clamped to.
* @return {Vector2} A reference to this vector.
*/
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
return this;
}
/**
* If this vector's length is greater than the max value, it is replaced by
* the max value.
* If this vector's length is less than the min value, it is replaced by the
* min value.
*
* @param {number} min - The minimum value the vector length will be clamped to.
* @param {number} max - The maximum value the vector length will be clamped to.
* @return {Vector2} A reference to this vector.
*/
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
/**
* The components of this vector are rounded down to the nearest integer value.
*
* @return {Vector2} A reference to this vector.
*/
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
return this;
}
/**
* The components of this vector are rounded up to the nearest integer value.
*
* @return {Vector2} A reference to this vector.
*/
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
return this;
}
/**
* The components of this vector are rounded to the nearest integer value
*
* @return {Vector2} A reference to this vector.
*/
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
return this;
}
/**
* The components of this vector are rounded towards zero (up if negative,
* down if positive) to an integer value.
*
* @return {Vector2} A reference to this vector.
*/
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
return this;
}
/**
* Inverts this vector - i.e. sets x = -x and y = -y.
*
* @return {Vector2} A reference to this vector.
*/
negate() {
this.x = - this.x;
this.y = - this.y;
return this;
}
/**
* Calculates the dot product of the given vector with this instance.
*
* @param {Vector2} v - The vector to compute the dot product with.
* @return {number} The result of the dot product.
*/
dot( v ) {
return this.x * v.x + this.y * v.y;
}
/**
* Calculates the cross product of the given vector with this instance.
*
* @param {Vector2} v - The vector to compute the cross product with.
* @return {number} The result of the cross product.
*/
cross( v ) {
return this.x * v.y - this.y * v.x;
}
/**
* Computes the square of the Euclidean length (straight-line length) from
* (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
* compare the length squared instead as it is slightly more efficient to calculate.
*
* @return {number} The square length of this vector.
*/
lengthSq() {
return this.x * this.x + this.y * this.y;
}
/**
* Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
*
* @return {number} The length of this vector.
*/
length() {
return Math.sqrt( this.x * this.x + this.y * this.y );
}
/**
* Computes the Manhattan length of this vector.
*
* @return {number} The length of this vector.
*/
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y );
}
/**
* Converts this vector to a unit vector - that is, sets it equal to a vector
* with the same direction as this one, but with a vector length of `1`.
*
* @return {Vector2} A reference to this vector.
*/
normalize() {
return this.divideScalar( this.length() || 1 );
}
/**
* Computes the angle in radians of this vector with respect to the positive x-axis.
*
* @return {number} The angle in radians.
*/
angle() {
const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
return angle;
}
/**
* Returns the angle between the given vector and this instance in radians.
*
* @param {Vector2} v - The vector to compute the angle with.
* @return {number} The angle in radians.
*/
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 ) );
}
/**
* Computes the distance from the given vector to this instance.
*
* @param {Vector2} v - The vector to compute the distance to.
* @return {number} The distance.
*/
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
/**
* Computes the squared distance from the given vector to this instance.
* If you are just comparing the distance with another distance, you should compare
* the distance squared instead as it is slightly more efficient to calculate.
*
* @param {Vector2} v - The vector to compute the squared distance to.
* @return {number} The squared distance.
*/
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
}
/**
* Computes the Manhattan distance from the given vector to this instance.
*
* @param {Vector2} v - The vector to compute the Manhattan distance to.
* @return {number} The Manhattan distance.
*/
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
}
/**
* Sets this vector to a vector with the same direction as this one, but
* with the specified length.
*
* @param {number} length - The new length of this vector.
* @return {Vector2} A reference to this vector.
*/
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
/**
* Linearly interpolates between the given vector and this instance, where
* alpha is the percent distance along the line - alpha = 0 will be this
* vector, and alpha = 1 will be the given one.
*
* @param {Vector2} v - The vector to interpolate towards.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector2} A reference to this vector.
*/
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
return this;
}
/**
* Linearly interpolates between the given vectors, where alpha is the percent
* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
* be the second one. The result is stored in this instance.
*
* @param {Vector2} v1 - The first vector.
* @param {Vector2} v2 - The second vector.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector2} A reference to this vector.
*/
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
return this;
}
/**
* Returns `true` if this vector is equal with the given one.
*
* @param {Vector2} v - The vector to test for equality.
* @return {boolean} Whether this vector is equal with the given one.
*/
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
}
/**
* Sets this vector's x value to be `array[ offset ]` and y
* value to be `array[ offset + 1 ]`.
*
* @param {Array<number>} array - An array holding the vector component values.
* @param {number} [offset=0] - The offset into the array.
* @return {Vector2} A reference to this vector.
*/
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
return this;
}
/**
* Writes the components of this vector to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the vector components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The vector components.
*/
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
return array;
}
/**
* Sets the components of this vector from the given buffer attribute.
*
* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
* @param {number} index - The index into the attribute.
* @return {Vector2} A reference to this vector.
*/
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
return this;
}
/**
* Rotates this vector around the given center by the given angle.
*
* @param {Vector2} center - The point around which to rotate.
* @param {number} angle - The angle to rotate, in radians.
* @return {Vector2} A reference to this vector.
*/
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;
}
/**
* Sets each component of this vector to a pseudo-random value between `0` and
* `1`, excluding `1`.
*
* @return {Vector2} A reference to this vector.
*/
random() {
this.x = Math.random();
this.y = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
}
}
/**
* Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
*
* Iterating through a vector instance will yield its components `(x, y, z, w)` in
* the corresponding order.
*
* Note that three.js expects Quaternions to be normalized.
* ```js
* const quaternion = new THREE.Quaternion();
* quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
*
* const vector = new THREE.Vector3( 1, 0, 0 );
* vector.applyQuaternion( quaternion );
* ```
*/
class Quaternion {
/**
* Constructs a new quaternion.
*
* @param {number} [x=0] - The x value of this quaternion.
* @param {number} [y=0] - The y value of this quaternion.
* @param {number} [z=0] - The z value of this quaternion.
* @param {number} [w=1] - The w value of this quaternion.
*/
constructor( x = 0, y = 0, z = 0, w = 1 ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isQuaternion = true;
this._x = x;
this._y = y;
this._z = z;
this._w = w;
}
/**
* Interpolates between two quaternions via SLERP. This implementation assumes the
* quaternion data are managed in flat arrays.
*
* @param {Array<number>} dst - The destination array.
* @param {number} dstOffset - An offset into the destination array.
* @param {Array<number>} src0 - The source array of the first quaternion.
* @param {number} srcOffset0 - An offset into the first source array.
* @param {Array<number>} src1 - The source array of the second quaternion.
* @param {number} srcOffset1 - An offset into the second source array.
* @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
* @see {@link Quaternion#slerp}
*/
static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
let x0 = src0[ srcOffset0 + 0 ],
y0 = src0[ srcOffset0 + 1 ],
z0 = src0[ srcOffset0 + 2 ],
w0 = src0[ srcOffset0 + 3 ];
let x1 = src1[ srcOffset1 + 0 ],
y1 = src1[ srcOffset1 + 1 ],
z1 = src1[ srcOffset1 + 2 ],
w1 = src1[ srcOffset1 + 3 ];
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
if ( dot < 0 ) {
x1 = - x1;
y1 = - y1;
z1 = - z1;
w1 = - w1;
dot = - dot;
}
let s = 1 - t;
if ( dot < 0.9995 ) {
// slerp
const theta = Math.acos( dot );
const sin = Math.sin( theta );
s = Math.sin( s * theta ) / sin;
t = Math.sin( t * theta ) / sin;
x0 = x0 * s + x1 * t;
y0 = y0 * s + y1 * t;
z0 = z0 * s + z1 * t;
w0 = w0 * s + w1 * t;
} else {
// for small angles, lerp then normalize
x0 = x0 * s + x1 * t;
y0 = y0 * s + y1 * t;
z0 = z0 * s + z1 * t;
w0 = w0 * s + w1 * 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;
}
/**
* Multiplies two quaternions. This implementation assumes the quaternion data are managed
* in flat arrays.
*
* @param {Array<number>} dst - The destination array.
* @param {number} dstOffset - An offset into the destination array.
* @param {Array<number>} src0 - The source array of the first quaternion.
* @param {number} srcOffset0 - An offset into the first source array.
* @param {Array<number>} src1 - The source array of the second quaternion.
* @param {number} srcOffset1 - An offset into the second source array.
* @return {Array<number>} The destination array.
* @see {@link Quaternion#multiplyQuaternions}.
*/
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;
}
/**
* The x value of this quaternion.
*
* @type {number}
* @default 0
*/
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
/**
* The y value of this quaternion.
*
* @type {number}
* @default 0
*/
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
/**
* The z value of this quaternion.
*
* @type {number}
* @default 0
*/
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
/**
* The w value of this quaternion.
*
* @type {number}
* @default 1
*/
get w() {
return this._w;
}
set w( value ) {
this._w = value;
this._onChangeCallback();
}
/**
* Sets the quaternion components.
*
* @param {number} x - The x value of this quaternion.
* @param {number} y - The y value of this quaternion.
* @param {number} z - The z value of this quaternion.
* @param {number} w - The w value of this quaternion.
* @return {Quaternion} A reference to this quaternion.
*/
set( x, y, z, w ) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._onChangeCallback();
return this;
}
/**
* Returns a new quaternion with copied values from this instance.
*
* @return {Quaternion} A clone of this instance.
*/
clone() {
return new this.constructor( this._x, this._y, this._z, this._w );
}
/**
* Copies the values of the given quaternion to this instance.
*
* @param {Quaternion} quaternion - The quaternion to copy.
* @return {Quaternion} A reference to this quaternion.
*/
copy( quaternion ) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this._onChangeCallback();
return this;
}
/**
* Sets this quaternion from the rotation specified by the given
* Euler angles.
*
* @param {Euler} euler - The Euler angles.
* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
* @return {Quaternion} A reference to this quaternion.
*/
setFromEuler( euler, update = true ) {
const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
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:
warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
}
if ( update === true ) this._onChangeCallback();
return this;
}
/**
* Sets this quaternion from the given axis and angle.
*
* @param {Vector3} axis - The normalized axis.
* @param {number} angle - The angle in radians.
* @return {Quaternion} A reference to this quaternion.
*/
setFromAxisAngle( axis, angle ) {
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;
}
/**
* Sets this quaternion from the given rotation matrix.
*
* @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
* @return {Quaternion} A reference to this quaternion.
*/
setFromRotationMatrix( m ) {
// 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;
}
/**
* Sets this quaternion to the rotation required to rotate the direction vector
* `vFrom` to the direction vector `vTo`.
*
* @param {Vector3} vFrom - The first (normalized) direction vector.
* @param {Vector3} vTo - The second (normalized) direction vector.
* @return {Quaternion} A reference to this quaternion.
*/
setFromUnitVectors( vFrom, vTo ) {
// assumes direction vectors vFrom and vTo are normalized
let r = vFrom.dot( vTo ) + 1;
if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
// 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();
}
/**
* Returns the angle between this quaternion and the given one in radians.
*
* @param {Quaternion} q - The quaternion to compute the angle with.
* @return {number} The angle in radians.
*/
angleTo( q ) {
return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
}
/**
* Rotates this quaternion by a given angular step to the given quaternion.
* The method ensures that the final quaternion will not overshoot `q`.
*
* @param {Quaternion} q - The target quaternion.
* @param {number} step - The angular step in radians.
* @return {Quaternion} A reference to this quaternion.
*/
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;
}
/**
* Sets this quaternion to the identity quaternion; that is, to the
* quaternion that represents "no rotation".
*
* @return {Quaternion} A reference to this quaternion.
*/
identity() {
return this.set( 0, 0, 0, 1 );
}
/**
* Inverts this quaternion via {@link Quaternion#conjugate}. The
* quaternion is assumed to have unit length.
*
* @return {Quaternion} A reference to this quaternion.
*/
invert() {
return this.conjugate();
}
/**
* Returns the rotational conjugate of this quaternion. The conjugate of a
* quaternion represents the same rotation in the opposite direction about
* the rotational axis.
*
* @return {Quaternion} A reference to this quaternion.
*/
conjugate() {
this._x *= -1;
this._y *= -1;
this._z *= -1;
this._onChangeCallback();
return this;
}
/**
* Calculates the dot product of this quaternion and the given one.
*
* @param {Quaternion} v - The quaternion to compute the dot product with.
* @return {number} The result of the dot product.
*/
dot( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
}
/**
* Computes the squared Euclidean length (straight-line length) of this quaternion,
* considered as a 4 dimensional vector. This can be useful if you are comparing the
* lengths of two quaternions, as this is a slightly more efficient calculation than
* {@link Quaternion#length}.
*
* @return {number} The squared Euclidean length.
*/
lengthSq() {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
}
/**
* Computes the Euclidean length (straight-line length) of this quaternion,
* considered as a 4 dimensional vector.
*
* @return {number} The Euclidean length.
*/
length() {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
}
/**
* Normalizes this quaternion - that is, calculated the quaternion that performs
* the same rotation as this one, but has a length equal to `1`.
*
* @return {Quaternion} A reference to this quaternion.
*/
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;
}
/**
* Multiplies this quaternion by the given one.
*
* @param {Quaternion} q - The quaternion.
* @return {Quaternion} A reference to this quaternion.
*/
multiply( q ) {
return this.multiplyQuaternions( this, q );
}
/**
* Pre-multiplies this quaternion by the given one.
*
* @param {Quaternion} q - The quaternion.
* @return {Quaternion} A reference to this quaternion.
*/
premultiply( q ) {
return this.multiplyQuaternions( q, this );
}
/**
* Multiplies the given quaternions and stores the result in this instance.
*
* @param {Quaternion} a - The first quaternion.
* @param {Quaternion} b - The second quaternion.
* @return {Quaternion} A reference to this quaternion.
*/
multiplyQuaternions( a, b ) {
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;
}
/**
* Performs a spherical linear interpolation between this quaternion and the target quaternion.
*
* @param {Quaternion} qb - The target quaternion.
* @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
* @return {Quaternion} A reference to this quaternion.
*/
slerp( qb, t ) {
let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
let dot = this.dot( qb );
if ( dot < 0 ) {
x = - x;
y = - y;
z = - z;
w = - w;
dot = - dot;
}
let s = 1 - t;
if ( dot < 0.9995 ) {
// slerp
const theta = Math.acos( dot );
const sin = Math.sin( theta );
s = Math.sin( s * theta ) / sin;
t = Math.sin( t * theta ) / sin;
this._x = this._x * s + x * t;
this._y = this._y * s + y * t;
this._z = this._z * s + z * t;
this._w = this._w * s + w * t;
this._onChangeCallback();
} else {
// for small angles, lerp then normalize
this._x = this._x * s + x * t;
this._y = this._y * s + y * t;
this._z = this._z * s + z * t;
this._w = this._w * s + w * t;
this.normalize(); // normalize calls _onChangeCallback()
}
return this;
}
/**
* Performs a spherical linear interpolation between the given quaternions
* and stores the result in this quaternion.
*
* @param {Quaternion} qa - The source quaternion.
* @param {Quaternion} qb - The target quaternion.
* @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
* @return {Quaternion} A reference to this quaternion.
*/
slerpQuaternions( qa, qb, t ) {
return this.copy( qa ).slerp( qb, t );
}
/**
* Sets this quaternion to a uniformly random, normalized quaternion.
*
* @return {Quaternion} A reference to this quaternion.
*/
random() {
// Ken Shoemake
// Uniform random rotations
// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
const theta1 = 2 * Math.PI * Math.random();
const theta2 = 2 * Math.PI * Math.random();
const x0 = Math.random();
const r1 = Math.sqrt( 1 - x0 );
const r2 = Math.sqrt( x0 );
return this.set(
r1 * Math.sin( theta1 ),
r1 * Math.cos( theta1 ),
r2 * Math.sin( theta2 ),
r2 * Math.cos( theta2 ),
);
}
/**
* Returns `true` if this quaternion is equal with the given one.
*
* @param {Quaternion} quaternion - The quaternion to test for equality.
* @return {boolean} Whether this quaternion is equal with the given one.
*/
equals( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
}
/**
* Sets this quaternion's components from the given array.
*
* @param {Array<number>} array - An array holding the quaternion component values.
* @param {number} [offset=0] - The offset into the array.
* @return {Quaternion} A reference to this quaternion.
*/
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;
}
/**
* Writes the components of this quaternion to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the quaternion components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The quaternion components.
*/
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;
}
/**
* Sets the components of this quaternion from the given buffer attribute.
*
* @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
* @param {number} index - The index into the attribute.
* @return {Quaternion} A reference to this quaternion.
*/
fromBufferAttribute( attribute, index ) {
this._x = attribute.getX( index );
this._y = attribute.getY( index );
this._z = attribute.getZ( index );
this._w = attribute.getW( index );
this._onChangeCallback();
return this;
}
/**
* This methods defines the serialization result of this class. Returns the
* numerical elements of this quaternion in an array of format `[x, y, z, w]`.
*
* @return {Array<number>} The serialized quaternion.
*/
toJSON() {
return this.toArray();
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._w;
}
}
/**
* Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
* (labeled x, y and z), which can be used to represent a number of things, such as:
*
* - A point in 3D space.
* - A direction and length in 3D space. In three.js the length will
* always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
* and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
* - Any arbitrary ordered triplet of numbers.
*
* There are other things a 3D vector can be used to represent, such as
* momentum vectors and so on, however these are the most
* common uses in three.js.
*
* Iterating through a vector instance will yield its components `(x, y, z)` in
* the corresponding order.
* ```js
* const a = new THREE.Vector3( 0, 1, 0 );
*
* //no arguments; will be initialised to (0, 0, 0)
* const b = new THREE.Vector3( );
*
* const d = a.distanceTo( b );
* ```
*/
class Vector3 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Vector3.prototype.isVector3 = true;
}
/**
* Constructs a new 3D vector.
*
* @param {number} [x=0] - The x value of this vector.
* @param {number} [y=0] - The y value of this vector.
* @param {number} [z=0] - The z value of this vector.
*/
constructor( x = 0, y = 0, z = 0 ) {
/**
* The x value of this vector.
*
* @type {number}
*/
this.x = x;
/**
* The y value of this vector.
*
* @type {number}
*/
this.y = y;
/**
* The z value of this vector.
*
* @type {number}
*/
this.z = z;
}
/**
* Sets the vector components.
*
* @param {number} x - The value of the x component.
* @param {number} y - The value of the y component.
* @param {number} z - The value of the z component.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Sets the vector components to the same value.
*
* @param {number} scalar - The value to set for all vector components.
* @return {Vector3} A reference to this vector.
*/
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
}
/**
* Sets the vector's x component to the given value.
*
* @param {number} x - The value to set.
* @return {Vector3} A reference to this vector.
*/
setX( x ) {
this.x = x;
return this;
}
/**
* Sets the vector's y component to the given value.
*
* @param {number} y - The value to set.
* @return {Vector3} A reference to this vector.
*/
setY( y ) {
this.y = y;
return this;
}
/**
* Sets the vector's z component to the given value.
*
* @param {number} z - The value to set.
* @return {Vector3} A reference to this vector.
*/
setZ( z ) {
this.z = z;
return this;
}
/**
* Allows to set a vector component with an index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
* @param {number} value - The value to set.
* @return {Vector3} A reference to this vector.
*/
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( 'THREE.Vector3: index is out of range: ' + index );
}
return this;
}
/**
* Returns the value of the vector component which matches the given index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
* @return {number} A vector component value.
*/
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
default: throw new Error( 'THREE.Vector3: index is out of range: ' + index );
}
}
/**
* Returns a new vector with copied values from this instance.
*
* @return {Vector3} A clone of this instance.
*/
clone() {
return new this.constructor( this.x, this.y, this.z );
}
/**
* Copies the values of the given vector to this instance.
*
* @param {Vector3} v - The vector to copy.
* @return {Vector3} A reference to this vector.
*/
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
/**
* Adds the given vector to this instance.
*
* @param {Vector3} v - The vector to add.
* @return {Vector3} A reference to this vector.
*/
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
/**
* Adds the given scalar value to all components of this instance.
*
* @param {number} s - The scalar to add.
* @return {Vector3} A reference to this vector.
*/
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
return this;
}
/**
* Adds the given vectors and stores the result in this instance.
*
* @param {Vector3} a - The first vector.
* @param {Vector3} b - The second vector.
* @return {Vector3} A reference to this vector.
*/
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
}
/**
* Adds the given vector scaled by the given factor to this instance.
*
* @param {Vector3|Vector4} v - The vector.
* @param {number} s - The factor that scales `v`.
* @return {Vector3} A reference to this vector.
*/
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
}
/**
* Subtracts the given vector from this instance.
*
* @param {Vector3} v - The vector to subtract.
* @return {Vector3} A reference to this vector.
*/
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
/**
* Subtracts the given scalar value from all components of this instance.
*
* @param {number} s - The scalar to subtract.
* @return {Vector3} A reference to this vector.
*/
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
}
/**
* Subtracts the given vectors and stores the result in this instance.
*
* @param {Vector3} a - The first vector.
* @param {Vector3} b - The second vector.
* @return {Vector3} A reference to this vector.
*/
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
}
/**
* Multiplies the given vector with this instance.
*
* @param {Vector3} v - The vector to multiply.
* @return {Vector3} A reference to this vector.
*/
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
}
/**
* Multiplies the given scalar value with all components of this instance.
*
* @param {number} scalar - The scalar to multiply.
* @return {Vector3} A reference to this vector.
*/
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
/**
* Multiplies the given vectors and stores the result in this instance.
*
* @param {Vector3} a - The first vector.
* @param {Vector3} b - The second vector.
* @return {Vector3} A reference to this vector.
*/
multiplyVectors( a, b ) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
}
/**
* Applies the given Euler rotation to this vector.
*
* @param {Euler} euler - The Euler angles.
* @return {Vector3} A reference to this vector.
*/
applyEuler( euler ) {
return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
}
/**
* Applies a rotation specified by an axis and an angle to this vector.
*
* @param {Vector3} axis - A normalized vector representing the rotation axis.
* @param {number} angle - The angle in radians.
* @return {Vector3} A reference to this vector.
*/
applyAxisAngle( axis, angle ) {
return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
}
/**
* Multiplies this vector with the given 3x3 matrix.
*
* @param {Matrix3} m - The 3x3 matrix.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Multiplies this vector by the given normal matrix and normalizes
* the result.
*
* @param {Matrix3} m - The normal matrix.
* @return {Vector3} A reference to this vector.
*/
applyNormalMatrix( m ) {
return this.applyMatrix3( m ).normalize();
}
/**
* Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
* divides by perspective.
*
* @param {Matrix4} m - The matrix to apply.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Applies the given Quaternion to this vector.
*
* @param {Quaternion} q - The Quaternion.
* @return {Vector3} A reference to this vector.
*/
applyQuaternion( q ) {
// quaternion q is assumed to have unit length
const vx = this.x, vy = this.y, vz = this.z;
const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// t = 2 * cross( q.xyz, v );
const tx = 2 * ( qy * vz - qz * vy );
const ty = 2 * ( qz * vx - qx * vz );
const tz = 2 * ( qx * vy - qy * vx );
// v + q.w * t + cross( q.xyz, t );
this.x = vx + qw * tx + qy * tz - qz * ty;
this.y = vy + qw * ty + qz * tx - qx * tz;
this.z = vz + qw * tz + qx * ty - qy * tx;
return this;
}
/**
* Projects this vector from world space into the camera's normalized
* device coordinate (NDC) space.
*
* @param {Camera} camera - The camera.
* @return {Vector3} A reference to this vector.
*/
project( camera ) {
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
}
/**
* Unprojects this vector from the camera's normalized device coordinate (NDC)
* space into world space.
*
* @param {Camera} camera - The camera.
* @return {Vector3} A reference to this vector.
*/
unproject( camera ) {
return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
}
/**
* Transforms this vector by the upper left 3x3 sub-matrix of the given 4x4 matrix,
* and normalizes the result.
*
* @param {Matrix4} m - The matrix.
* @return {Vector3} A reference to this vector.
*/
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();
}
/**
* Divides this instance by the given vector.
*
* @param {Vector3} v - The vector to divide.
* @return {Vector3} A reference to this vector.
*/
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
}
/**
* Divides this vector by the given scalar.
*
* @param {number} scalar - The scalar to divide.
* @return {Vector3} A reference to this vector.
*/
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
/**
* If this vector's x, y or z value is greater than the given vector's x, y or z
* value, replace that value with the corresponding min value.
*
* @param {Vector3} v - The vector.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* If this vector's x, y or z value is less than the given vector's x, y or z
* value, replace that value with the corresponding max value.
*
* @param {Vector3} v - The vector.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* If this vector's x, y or z value is greater than the max vector's x, y or z
* value, it is replaced by the corresponding value.
* If this vector's x, y or z value is less than the min vector's x, y or z value,
* it is replaced by the corresponding value.
*
* @param {Vector3} min - The minimum x, y and z values.
* @param {Vector3} max - The maximum x, y and z values in the desired range.
* @return {Vector3} A reference to this vector.
*/
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
this.z = clamp( this.z, min.z, max.z );
return this;
}
/**
* If this vector's x, y or z values are greater than the max value, they are
* replaced by the max value.
* If this vector's x, y or z values are less than the min value, they are
* replaced by the min value.
*
* @param {number} minVal - The minimum value the components will be clamped to.
* @param {number} maxVal - The maximum value the components will be clamped to.
* @return {Vector3} A reference to this vector.
*/
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
this.z = clamp( this.z, minVal, maxVal );
return this;
}
/**
* If this vector's length is greater than the max value, it is replaced by
* the max value.
* If this vector's length is less than the min value, it is replaced by the
* min value.
*
* @param {number} min - The minimum value the vector length will be clamped to.
* @param {number} max - The maximum value the vector length will be clamped to.
* @return {Vector3} A reference to this vector.
*/
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
/**
* The components of this vector are rounded down to the nearest integer value.
*
* @return {Vector3} A reference to this vector.
*/
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
return this;
}
/**
* The components of this vector are rounded up to the nearest integer value.
*
* @return {Vector3} A reference to this vector.
*/
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
return this;
}
/**
* The components of this vector are rounded to the nearest integer value
*
* @return {Vector3} A reference to this vector.
*/
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
return this;
}
/**
* The components of this vector are rounded towards zero (up if negative,
* down if positive) to an integer value.
*
* @return {Vector3} A reference to this vector.
*/
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
return this;
}
/**
* Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
*
* @return {Vector3} A reference to this vector.
*/
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
return this;
}
/**
* Calculates the dot product of the given vector with this instance.
*
* @param {Vector3} v - The vector to compute the dot product with.
* @return {number} The result of the dot product.
*/
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
/**
* Computes the square of the Euclidean length (straight-line length) from
* (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
* compare the length squared instead as it is slightly more efficient to calculate.
*
* @return {number} The square length of this vector.
*/
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
/**
* Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
*
* @return {number} The length of this vector.
*/
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
}
/**
* Computes the Manhattan length of this vector.
*
* @return {number} The length of this vector.
*/
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
}
/**
* Converts this vector to a unit vector - that is, sets it equal to a vector
* with the same direction as this one, but with a vector length of `1`.
*
* @return {Vector3} A reference to this vector.
*/
normalize() {
return this.divideScalar( this.length() || 1 );
}
/**
* Sets this vector to a vector with the same direction as this one, but
* with the specified length.
*
* @param {number} length - The new length of this vector.
* @return {Vector3} A reference to this vector.
*/
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
/**
* Linearly interpolates between the given vector and this instance, where
* alpha is the percent distance along the line - alpha = 0 will be this
* vector, and alpha = 1 will be the given one.
*
* @param {Vector3} v - The vector to interpolate towards.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Linearly interpolates between the given vectors, where alpha is the percent
* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
* be the second one. The result is stored in this instance.
*
* @param {Vector3} v1 - The first vector.
* @param {Vector3} v2 - The second vector.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Calculates the cross product of the given vector with this instance.
*
* @param {Vector3} v - The vector to compute the cross product with.
* @return {Vector3} The result of the cross product.
*/
cross( v ) {
return this.crossVectors( this, v );
}
/**
* Calculates the cross product of the given vectors and stores the result
* in this instance.
*
* @param {Vector3} a - The first vector.
* @param {Vector3} b - The second vector.
* @return {Vector3} A reference to this vector.
*/
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;
}
/**
* Projects this vector onto the given one.
*
* @param {Vector3} v - The vector to project to.
* @return {Vector3} A reference to this vector.
*/
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 );
}
/**
* Projects this vector onto a plane by subtracting this
* vector projected onto the plane's normal from this vector.
*
* @param {Vector3} planeNormal - The plane normal.
* @return {Vector3} A reference to this vector.
*/
projectOnPlane( planeNormal ) {
_vector$c.copy( this ).projectOnVector( planeNormal );
return this.sub( _vector$c );
}
/**
* Reflects this vector off a plane orthogonal to the given normal vector.
*
* @param {Vector3} normal - The (normalized) normal vector.
* @return {Vector3} A reference to this vector.
*/
reflect( normal ) {
return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
}
/**
* Returns the angle between the given vector and this instance in radians.
*
* @param {Vector3} v - The vector to compute the angle with.
* @return {number} The angle in radians.
*/
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 ) );
}
/**
* Computes the distance from the given vector to this instance.
*
* @param {Vector3} v - The vector to compute the distance to.
* @return {number} The distance.
*/
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
/**
* Computes the squared distance from the given vector to this instance.
* If you are just comparing the distance with another distance, you should compare
* the distance squared instead as it is slightly more efficient to calculate.
*
* @param {Vector3} v - The vector to compute the squared distance to.
* @return {number} The squared distance.
*/
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
/**
* Computes the Manhattan distance from the given vector to this instance.
*
* @param {Vector3} v - The vector to compute the Manhattan distance to.
* @return {number} The Manhattan distance.
*/
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
}
/**
* Sets the vector components from the given spherical coordinates.
*
* @param {Spherical} s - The spherical coordinates.
* @return {Vector3} A reference to this vector.
*/
setFromSpherical( s ) {
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
}
/**
* Sets the vector components from the given spherical coordinates.
*
* @param {number} radius - The radius.
* @param {number} phi - The phi angle in radians.
* @param {number} theta - The theta angle in radians.
* @return {Vector3} A reference to this vector.
*/
setFromSphericalCoords( radius, phi, theta ) {
const sinPhiRadius = Math.sin( phi ) * radius;
this.x = sinPhiRadius * Math.sin( theta );
this.y = Math.cos( phi ) * radius;
this.z = sinPhiRadius * Math.cos( theta );
return this;
}
/**
* Sets the vector components from the given cylindrical coordinates.
*
* @param {Cylindrical} c - The cylindrical coordinates.
* @return {Vector3} A reference to this vector.
*/
setFromCylindrical( c ) {
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
}
/**
* Sets the vector components from the given cylindrical coordinates.
*
* @param {number} radius - The radius.
* @param {number} theta - The theta angle in radians.
* @param {number} y - The y value.
* @return {Vector3} A reference to this vector.
*/
setFromCylindricalCoords( radius, theta, y ) {
this.x = radius * Math.sin( theta );
this.y = y;
this.z = radius * Math.cos( theta );
return this;
}
/**
* Sets the vector components to the position elements of the
* given transformation matrix.
*
* @param {Matrix4} m - The 4x4 matrix.
* @return {Vector3} A reference to this vector.
*/
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
return this;
}
/**
* Sets the vector components to the scale elements of the
* given transformation matrix.
*
* @param {Matrix4} m - The 4x4 matrix.
* @return {Vector3} A reference to this vector.
*/
setFromMatrixScale( m ) {
const sx = this.setFromMatrixColumn( m, 0 ).length();
const sy = this.setFromMatrixColumn( m, 1 ).length();
const sz = this.setFromMatrixColumn( m, 2 ).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
}
/**
* Sets the vector components from the specified matrix column.
*
* @param {Matrix4} m - The 4x4 matrix.
* @param {number} index - The column index.
* @return {Vector3} A reference to this vector.
*/
setFromMatrixColumn( m, index ) {
return this.fromArray( m.elements, index * 4 );
}
/**
* Sets the vector components from the specified matrix column.
*
* @param {Matrix3} m - The 3x3 matrix.
* @param {number} index - The column index.
* @return {Vector3} A reference to this vector.
*/
setFromMatrix3Column( m, index ) {
return this.fromArray( m.elements, index * 3 );
}
/**
* Sets the vector components from the given Euler angles.
*
* @param {Euler} e - The Euler angles to set.
* @return {Vector3} A reference to this vector.
*/
setFromEuler( e ) {
this.x = e._x;
this.y = e._y;
this.z = e._z;
return this;
}
/**
* Sets the vector components from the RGB components of the
* given color.
*
* @param {Color} c - The color to set.
* @return {Vector3} A reference to this vector.
*/
setFromColor( c ) {
this.x = c.r;
this.y = c.g;
this.z = c.b;
return this;
}
/**
* Returns `true` if this vector is equal with the given one.
*
* @param {Vector3} v - The vector to test for equality.
* @return {boolean} Whether this vector is equal with the given one.
*/
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
}
/**
* Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
* and z value to be `array[ offset + 2 ]`.
*
* @param {Array<number>} array - An array holding the vector component values.
* @param {number} [offset=0] - The offset into the array.
* @return {Vector3} A reference to this vector.
*/
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
return this;
}
/**
* Writes the components of this vector to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the vector components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The vector components.
*/
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
return array;
}
/**
* Sets the components of this vector from the given buffer attribute.
*
* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
* @param {number} index - The index into the attribute.
* @return {Vector3} A reference to this vector.
*/
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
this.z = attribute.getZ( index );
return this;
}
/**
* Sets each component of this vector to a pseudo-random value between `0` and
* `1`, excluding `1`.
*
* @return {Vector3} A reference to this vector.
*/
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
return this;
}
/**
* Sets this vector to a uniformly random point on a unit sphere.
*
* @return {Vector3} A reference to this vector.
*/
randomDirection() {
// https://mathworld.wolfram.com/SpherePointPicking.html
const theta = Math.random() * Math.PI * 2;
const u = Math.random() * 2 - 1;
const c = Math.sqrt( 1 - u * u );
this.x = c * Math.cos( theta );
this.y = u;
this.z = c * Math.sin( theta );
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
}
}
const _vector$c = /*@__PURE__*/ new Vector3();
const _quaternion$5 = /*@__PURE__*/ new Quaternion();
/**
* Represents a 3x3 matrix.
*
* A Note on Row-Major and Column-Major Ordering:
*
* The constructor and {@link Matrix3#set} method take arguments in
* [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
* order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
* This means that calling:
* ```js
* const m = new THREE.Matrix();
* m.set( 11, 12, 13,
* 21, 22, 23,
* 31, 32, 33 );
* ```
* will result in the elements array containing:
* ```js
* m.elements = [ 11, 21, 31,
* 12, 22, 32,
* 13, 23, 33 ];
* ```
* and internally all calculations are performed using column-major ordering.
* However, as the actual ordering makes no difference mathematically and
* most people are used to thinking about matrices in row-major order, the
* three.js documentation shows matrices in row-major order. Just bear in
* mind that if you are reading the source code, you'll have to take the
* transpose of any matrices outlined here to make sense of the calculations.
*/
class Matrix3 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Matrix3.prototype.isMatrix3 = true;
}
/**
* Constructs a new 3x3 matrix. The arguments are supposed to be
* in row-major order. If no arguments are provided, the constructor
* initializes the matrix as an identity matrix.
*
* @param {number} [n11] - 1-1 matrix element.
* @param {number} [n12] - 1-2 matrix element.
* @param {number} [n13] - 1-3 matrix element.
* @param {number} [n21] - 2-1 matrix element.
* @param {number} [n22] - 2-2 matrix element.
* @param {number} [n23] - 2-3 matrix element.
* @param {number} [n31] - 3-1 matrix element.
* @param {number} [n32] - 3-2 matrix element.
* @param {number} [n33] - 3-3 matrix element.
*/
constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
/**
* A column-major list of matrix values.
*
* @type {Array<number>}
*/
this.elements = [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
}
}
/**
* Sets the elements of the matrix.The arguments are supposed to be
* in row-major order.
*
* @param {number} [n11] - 1-1 matrix element.
* @param {number} [n12] - 1-2 matrix element.
* @param {number} [n13] - 1-3 matrix element.
* @param {number} [n21] - 2-1 matrix element.
* @param {number} [n22] - 2-2 matrix element.
* @param {number} [n23] - 2-3 matrix element.
* @param {number} [n31] - 3-1 matrix element.
* @param {number} [n32] - 3-2 matrix element.
* @param {number} [n33] - 3-3 matrix element.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Sets this matrix to the 3x3 identity matrix.
*
* @return {Matrix3} A reference to this matrix.
*/
identity() {
this.set(
1, 0, 0,
0, 1, 0,
0, 0, 1
);
return this;
}
/**
* Copies the values of the given matrix to this instance.
*
* @param {Matrix3} m - The matrix to copy.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Extracts the basis of this matrix into the three axis vectors provided.
*
* @param {Vector3} xAxis - The basis's x axis.
* @param {Vector3} yAxis - The basis's y axis.
* @param {Vector3} zAxis - The basis's z axis.
* @return {Matrix3} A reference to this matrix.
*/
extractBasis( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrix3Column( this, 0 );
yAxis.setFromMatrix3Column( this, 1 );
zAxis.setFromMatrix3Column( this, 2 );
return this;
}
/**
* Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
*
* @param {Matrix4} m - The 4x4 matrix.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Post-multiplies this matrix by the given 3x3 matrix.
*
* @param {Matrix3} m - The matrix to multiply with.
* @return {Matrix3} A reference to this matrix.
*/
multiply( m ) {
return this.multiplyMatrices( this, m );
}
/**
* Pre-multiplies this matrix by the given 3x3 matrix.
*
* @param {Matrix3} m - The matrix to multiply with.
* @return {Matrix3} A reference to this matrix.
*/
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
/**
* Multiples the given 3x3 matrices and stores the result
* in this matrix.
*
* @param {Matrix3} a - The first matrix.
* @param {Matrix3} b - The second matrix.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Multiplies every component of the matrix by the given scalar.
*
* @param {number} s - The scalar.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Computes and returns the determinant of this matrix.
*
* @return {number} The determinant.
*/
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;
}
/**
* Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
* You can not invert with a determinant of zero. If you attempt this, the method produces
* a zero matrix instead.
*
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Transposes this matrix in place.
*
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Computes the normal matrix which is the inverse transpose of the upper
* left 3x3 portion of the given 4x4 matrix.
*
* @param {Matrix4} matrix4 - The 4x4 matrix.
* @return {Matrix3} A reference to this matrix.
*/
getNormalMatrix( matrix4 ) {
return this.setFromMatrix4( matrix4 ).invert().transpose();
}
/**
* Transposes this matrix into the supplied array, and returns itself unchanged.
*
* @param {Array<number>} r - An array to store the transposed matrix elements.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Sets the UV transform matrix from offset, repeat, rotation, and center.
*
* @param {number} tx - Offset x.
* @param {number} ty - Offset y.
* @param {number} sx - Repeat x.
* @param {number} sy - Repeat y.
* @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
* @param {number} cx - Center x of rotation.
* @param {number} cy - Center y of rotation
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Scales this matrix with the given scalar values.
*
* @deprecated
* @param {number} sx - The amount to scale in the X axis.
* @param {number} sy - The amount to scale in the Y axis.
* @return {Matrix3} A reference to this matrix.
*/
scale( sx, sy ) {
warnOnce( 'Matrix3: .scale() is deprecated. Use .makeScale() instead.' ); // @deprecated r185
this.premultiply( _m3.makeScale( sx, sy ) );
return this;
}
/**
* Rotates this matrix by the given angle.
*
* @deprecated
* @param {number} theta - The rotation in radians.
* @return {Matrix3} A reference to this matrix.
*/
rotate( theta ) {
warnOnce( 'Matrix3: .rotate() is deprecated. Use .makeRotation() instead.' ); // @deprecated r185
this.premultiply( _m3.makeRotation( - theta ) );
return this;
}
/**
* Translates this matrix by the given scalar values.
*
* @deprecated
* @param {number} tx - The amount to translate in the X axis.
* @param {number} ty - The amount to translate in the Y axis.
* @return {Matrix3} A reference to this matrix.
*/
translate( tx, ty ) {
warnOnce( 'Matrix3: .translate() is deprecated. Use .makeTranslation() instead.' ); // @deprecated r185
this.premultiply( _m3.makeTranslation( tx, ty ) );
return this;
}
// for 2D Transforms
/**
* Sets this matrix as a 2D translation transform.
*
* @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
* @param {number} y - The amount to translate in the Y axis.
* @return {Matrix3} A reference to this matrix.
*/
makeTranslation( x, y ) {
if ( x.isVector2 ) {
this.set(
1, 0, x.x,
0, 1, x.y,
0, 0, 1
);
} else {
this.set(
1, 0, x,
0, 1, y,
0, 0, 1
);
}
return this;
}
/**
* Sets this matrix as a 2D rotational transformation.
*
* @param {number} theta - The rotation in radians.
* @return {Matrix3} A reference to this matrix.
*/
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;
}
/**
* Sets this matrix as a 2D scale transform.
*
* @param {number} x - The amount to scale in the X axis.
* @param {number} y - The amount to scale in the Y axis.
* @return {Matrix3} A reference to this matrix.
*/
makeScale( x, y ) {
this.set(
x, 0, 0,
0, y, 0,
0, 0, 1
);
return this;
}
/**
* Returns `true` if this matrix is equal with the given one.
*
* @param {Matrix3} matrix - The matrix to test for equality.
* @return {boolean} Whether this matrix is equal with the given one.
*/
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;
}
/**
* Sets the elements of the matrix from the given array.
*
* @param {Array<number>} array - The matrix elements in column-major order.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Matrix3} A reference to this matrix.
*/
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 9; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
/**
* Writes the elements of this matrix to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The matrix elements in column-major order.
*/
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;
}
/**
* Returns a matrix with copied values from this instance.
*
* @return {Matrix3} A clone of this instance.
*/
clone() {
return new this.constructor().fromArray( this.elements );
}
}
const _m3 = /*@__PURE__*/ new Matrix3();
const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
0.4123908, 0.3575843, 0.1804808,
0.2126390, 0.7151687, 0.0721923,
0.0193308, 0.1191948, 0.9505322
);
const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
3.2409699, -1.5373832, -0.4986108,
-0.9692436, 1.8759675, 0.0415551,
0.0556301, -0.203977, 1.0569715
);
function createColorManagement() {
const ColorManagement = {
enabled: true,
workingColorSpace: LinearSRGBColorSpace,
/**
* Implementations of supported color spaces.
*
* Required:
* - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
* - whitePoint: reference white [ x y ]
* - transfer: transfer function (pre-defined)
* - toXYZ: Matrix3 RGB to XYZ transform
* - fromXYZ: Matrix3 XYZ to RGB transform
* - luminanceCoefficients: RGB luminance coefficients
*
* Optional:
* - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
* - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
*
* Reference:
* - https://www.russellcottrell.com/photo/matrixCalculator.htm
*/
spaces: {},
convert: function ( color, sourceColorSpace, targetColorSpace ) {
if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
return color;
}
if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
color.r = SRGBToLinear( color.r );
color.g = SRGBToLinear( color.g );
color.b = SRGBToLinear( color.b );
}
if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
}
if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
color.r = LinearToSRGB( color.r );
color.g = LinearToSRGB( color.g );
color.b = LinearToSRGB( color.b );
}
return color;
},
workingToColorSpace: function ( color, targetColorSpace ) {
return this.convert( color, this.workingColorSpace, targetColorSpace );
},
colorSpaceToWorking: function ( color, sourceColorSpace ) {
return this.convert( color, sourceColorSpace, this.workingColorSpace );
},
getPrimaries: function ( colorSpace ) {
return this.spaces[ colorSpace ].primaries;
},
getTransfer: function ( colorSpace ) {
if ( colorSpace === NoColorSpace ) return LinearTransfer;
return this.spaces[ colorSpace ].transfer;
},
getToneMappingMode: function ( colorSpace ) {
return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
},
getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
},
define: function ( colorSpaces ) {
Object.assign( this.spaces, colorSpaces );
},
// Internal APIs
_getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
return targetMatrix
.copy( this.spaces[ sourceColorSpace ].toXYZ )
.multiply( this.spaces[ targetColorSpace ].fromXYZ );
},
_getDrawingBufferColorSpace: function ( colorSpace ) {
return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
},
_getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
},
// Deprecated
fromWorkingColorSpace: function ( color, targetColorSpace ) {
warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
return ColorManagement.workingToColorSpace( color, targetColorSpace );
},
toWorkingColorSpace: function ( color, sourceColorSpace ) {
warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
},
};
/******************************************************************************
* sRGB definitions
*/
const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
const D65 = [ 0.3127, 0.3290 ];
ColorManagement.define( {
[ LinearSRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: LinearTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
[ SRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: SRGBTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
} );
return ColorManagement;
}
const ColorManagement = /*@__PURE__*/ createColorManagement();
function SRGBToLinear( c ) {
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
}
function LinearToSRGB( c ) {
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
}
let _canvas;
/**
* A class containing utility functions for images.
*
* @hideconstructor
*/
class ImageUtils {
/**
* Returns a data URI containing a representation of the given image.
*
* @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
* @param {string} [type='image/png'] - Indicates the image format.
* @return {string} The data URI.
*/
static getDataURL( image, type = 'image/png' ) {
if ( /^data:/i.test( image.src ) ) {
return image.src;
}
if ( typeof HTMLCanvasElement === 'undefined' ) {
return image.src;
}
let canvas;
if ( image instanceof HTMLCanvasElement ) {
canvas = image;
} else {
if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
_canvas.width = image.width;
_canvas.height = image.height;
const context = _canvas.getContext( '2d' );
if ( image instanceof ImageData ) {
context.putImageData( image, 0, 0 );
} else {
context.drawImage( image, 0, 0, image.width, image.height );
}
canvas = _canvas;
}
return canvas.toDataURL( type );
}
/**
* Converts the given sRGB image data to linear color space.
*
* @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
* @return {HTMLCanvasElement|Object} The converted image.
*/
static sRGBToLinear( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
const canvas = createElementNS( 'canvas' );
canvas.width = image.width;
canvas.height = image.height;
const context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, image.width, image.height );
const imageData = context.getImageData( 0, 0, image.width, image.height );
const data = imageData.data;
for ( let i = 0; i < data.length; i ++ ) {
data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
}
context.putImageData( imageData, 0, 0 );
return canvas;
} else if ( image.data ) {
const data = image.data.slice( 0 );
for ( let i = 0; i < data.length; i ++ ) {
if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
} else {
// assuming float
data[ i ] = SRGBToLinear( data[ i ] );
}
}
return {
data: data,
width: image.width,
height: image.height
};
} else {
warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
return image;
}
}
}
let _sourceId = 0;
/**
* Represents the data source of a texture.
*
* The main purpose of this class is to decouple the data definition from the texture
* definition so the same data can be used with multiple texture instances.
*/
class TextureSource {
/**
* Constructs a new texture source.
*
* @param {any} [data=null] - The data definition of a texture.
*/
constructor( data = null ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isTextureSource = true;
/**
* The ID of the source.
*
* @name TextureSource#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
/**
* The UUID of the source.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The data definition of a texture.
*
* @type {any}
*/
this.data = data;
/**
* This property is only relevant when {@link TextureSource#needsUpdate} is set to `true` and
* provides more control on how texture data should be processed. When `dataReady` is set
* to `false`, the engine performs the memory allocation (if necessary) but does not transfer
* the data into the GPU memory.
*
* @type {boolean}
* @default true
*/
this.dataReady = true;
/**
* This starts at `0` and counts how many times {@link TextureSource#needsUpdate} is set to `true`.
*
* @type {number}
* @readonly
* @default 0
*/
this.version = 0;
}
/**
* Returns the dimensions of the source into the given target vector.
*
* @param {(Vector2|Vector3)} target - The target object the result is written into.
* @return {(Vector2|Vector3)} The dimensions of the source.
*/
getSize( target ) {
const data = this.data;
if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
target.set( data.videoWidth, data.videoHeight, 0 );
} else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
target.set( data.displayWidth, data.displayHeight, 0 );
} else if ( data !== null ) {
target.set( data.width, data.height, data.depth || 0 );
} else {
target.set( 0, 0, 0 );
}
return target;
}
/**
* When the property is set to `true`, the engine allocates the memory
* for the texture (if necessary) and triggers the actual texture upload
* to the GPU next time the source is used.
*
* @type {boolean}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
/**
* Serializes the source into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized source.
* @see {@link ObjectLoader#parse}
*/
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
return meta.images[ this.uuid ];
}
const output = {
uuid: this.uuid,
url: ''
};
const data = this.data;
if ( data !== null ) {
let url;
if ( Array.isArray( data ) ) {
// cube texture
url = [];
for ( let i = 0, l = data.length; i < l; i ++ ) {
if ( data[ i ].isDataTexture ) {
url.push( serializeImage( data[ i ].image ) );
} else {
url.push( serializeImage( data[ i ] ) );
}
}
} else {
// texture
url = serializeImage( data );
}
output.url = url;
}
if ( ! isRootObject ) {
meta.images[ this.uuid ] = output;
}
return output;
}
}
function serializeImage( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
// default images
return ImageUtils.getDataURL( image );
} else {
if ( image.data ) {
// images of DataTexture
return {
data: Array.from( image.data ),
width: image.width,
height: image.height,
type: image.data.constructor.name
};
} else {
warn( 'Texture: Unable to serialize Texture.' );
return {};
}
}
}
/**
* @deprecated since r186. Use {@link TextureSource} instead. `Source` has been renamed to `TextureSource`.
*/
class Source extends TextureSource {
/**
* Constructs a new texture source.
*
* @param {any} [data=null] - The data definition of a texture.
* @deprecated since r186. Use {@link TextureSource} instead.
*/
constructor( data = null ) {
warnOnce( 'Source: "Source" has been renamed to "TextureSource". Please update your code to use "THREE.TextureSource" instead.' ); // @deprecated, r186
super( data );
/**
* This flag can be used for type testing.
*
* @deprecated since r186. Use {@link TextureSource#isTextureSource} instead.
* @type {boolean}
* @readonly
* @default true
*/
this.isSource = true;
}
}
let _textureId = 0;
const _tempVec3 = /*@__PURE__*/ new Vector3();
/**
* Base class for all textures.
*
* Note: After the initial use of a texture, its dimensions, format, and type
* cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
*
* @augments EventDispatcher
*/
class Texture extends EventDispatcher {
/**
* Constructs a new texture.
*
* @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {string} [colorSpace=NoColorSpace] - The color space.
*/
constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isTexture = true;
/**
* The ID of the texture.
*
* @name Texture#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _textureId ++ } );
/**
* The UUID of the texture.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The name of the texture.
*
* @type {string}
*/
this.name = '';
/**
* The data definition of a texture. A reference to the data source can be
* shared across textures. This is often useful in context of spritesheets
* where multiple textures render the same data but with different texture
* transformations.
*
* @type {TextureSource}
*/
this.source = new TextureSource( image );
/**
* An array holding user-defined mipmaps.
*
* @type {Array<Object>}
*/
this.mipmaps = [];
/**
* How the texture is applied to the object. The value `UVMapping`
* is the default, where texture or uv coordinates are used to apply the map.
*
* @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
* @default UVMapping
*/
this.mapping = mapping;
/**
* Lets you select the uv attribute to map the texture to. `0` for `uv`,
* `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
*
* @type {number}
* @default 0
*/
this.channel = 0;
/**
* This defines how the texture is wrapped horizontally and corresponds to
* *U* in UV mapping.
*
* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
* @default ClampToEdgeWrapping
*/
this.wrapS = wrapS;
/**
* This defines how the texture is wrapped horizontally and corresponds to
* *V* in UV mapping.
*
* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
* @default ClampToEdgeWrapping
*/
this.wrapT = wrapT;
/**
* How the texture is sampled when a texel covers more than one pixel.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default LinearFilter
*/
this.magFilter = magFilter;
/**
* How the texture is sampled when a texel covers less than one pixel.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default LinearMipmapLinearFilter
*/
this.minFilter = minFilter;
/**
* The number of samples taken along the axis through the pixel that has the
* highest density of texels. By default, this value is `1`. A higher value
* gives a less blurry result than a basic mipmap, at the cost of more
* texture samples being used.
*
* @type {number}
* @default Texture.DEFAULT_ANISOTROPY
*/
this.anisotropy = anisotropy;
/**
* The format of the texture.
*
* @type {number}
* @default RGBAFormat
*/
this.format = format;
/**
* The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
* defines how the texture data is going to be stored on the GPU.
*
* This property allows to overwrite the default format.
*
* @type {?string}
* @default null
*/
this.internalFormat = null;
/**
* The data type of the texture.
*
* @type {number}
* @default UnsignedByteType
*/
this.type = type;
/**
* How much a single repetition of the texture is offset from the beginning,
* in each direction U and V. Typical range is `0.0` to `1.0`.
*
* @type {Vector2}
* @default (0,0)
*/
this.offset = new Vector2( 0, 0 );
/**
* How many times the texture is repeated across the surface, in each
* direction U and V. If repeat is set greater than `1` in either direction,
* the corresponding wrap parameter should also be set to `RepeatWrapping`
* or `MirroredRepeatWrapping` to achieve the desired tiling effect.
*
* @type {Vector2}
* @default (1,1)
*/
this.repeat = new Vector2( 1, 1 );
/**
* The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
* to the center of the texture. Default is `(0, 0)`, the lower left.
*
* @type {Vector2}
* @default (0,0)
*/
this.center = new Vector2( 0, 0 );
/**
* How much the texture is rotated around the center point, in radians.
* Positive values are counter-clockwise.
*
* @type {number}
* @default 0
*/
this.rotation = 0;
/**
* Whether to update the texture's uv-transformation {@link Texture#matrix}
* from the properties {@link Texture#offset}, {@link Texture#repeat},
* {@link Texture#rotation}, and {@link Texture#center}.
*
* Set this to `false` if you are specifying the uv-transform matrix directly.
*
* @type {boolean}
* @default true
*/
this.matrixAutoUpdate = true;
/**
* The uv-transformation matrix of the texture.
*
* @type {Matrix3}
*/
this.matrix = new Matrix3();
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Set this to `false` if you are creating mipmaps manually.
*
* @type {boolean}
* @default true
*/
this.generateMipmaps = true;
/**
* If set to `true`, the alpha channel, if present, is multiplied into the
* color channels when the texture is uploaded to the GPU.
*
* Note that this property has no effect when using `ImageBitmap`. You need to
* configure premultiply alpha on bitmap creation instead.
*
* @type {boolean}
* @default false
*/
this.premultiplyAlpha = false;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Note that this property has no effect when using `ImageBitmap`. You need to
* configure the flip on bitmap creation instead.
*
* @type {boolean}
* @default true
*/
this.flipY = true;
/**
* Specifies the alignment requirements for the start of each pixel row in memory.
* The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
* `4` (word-alignment), and `8` (rows start on double-word boundaries).
*
* @type {number}
* @default 4
*/
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
/**
* Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
*
* @type {string}
* @default NoColorSpace
*/
this.colorSpace = colorSpace;
/**
* An object that can be used to store custom data about the texture. It
* should not hold references to functions as these will not be cloned.
*
* @type {Object}
*/
this.userData = {};
/**
* This can be used to only update a subregion or specific rows of the texture (for example, just the
* first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
*
* @type {Array<Object>}
*/
this.updateRanges = [];
/**
* This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
*
* @type {number}
* @readonly
* @default 0
*/
this.version = 0;
/**
* A callback function, called when the texture is updated (e.g., when
* {@link Texture#needsUpdate} has been set to true and then the texture is used).
*
* @type {?Function}
* @default null
*/
this.onUpdate = null;
/**
* An optional back reference to the textures render target.
*
* @type {?(RenderTarget|WebGLRenderTarget)}
* @default null
*/
this.renderTarget = null;
/**
* Indicates whether a texture belongs to a render target or not.
*
* @type {boolean}
* @readonly
* @default false
*/
this.isRenderTargetTexture = false;
/**
* Indicates if a texture should be handled like a texture array.
*
* @type {boolean}
* @readonly
* @default false
*/
this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
/**
* Indicates whether this texture should be processed by `PMREMGenerator` or not
* (only relevant for render target textures).
*
* @type {number}
* @readonly
* @default 0
*/
this.pmremVersion = 0;
/**
* Whether the texture should use one of the 16 bit integer formats which are normalized
* to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.
*
* @type {boolean}
* @default false
*/
this.normalized = false;
}
/**
* The width of the texture in pixels.
*/
get width() {
return this.source.getSize( _tempVec3 ).x;
}
/**
* The height of the texture in pixels.
*/
get height() {
return this.source.getSize( _tempVec3 ).y;
}
/**
* The depth of the texture in pixels.
*/
get depth() {
return this.source.getSize( _tempVec3 ).z;
}
/**
* The image object holding the texture data.
*
* @type {?Object}
*/
get image() {
return this.source.data;
}
set image( value ) {
this.source.data = value;
}
/**
* Updates the texture transformation matrix from the properties {@link Texture#offset},
* {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
*/
updateMatrix() {
this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
}
/**
* Adds a range of data in the data texture to be updated on the GPU.
*
* @param {number} start - Position at which to start update.
* @param {number} count - The number of components to update.
*/
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
/**
* Clears the update ranges.
*/
clearUpdateRanges() {
this.updateRanges.length = 0;
}
/**
* Returns a new texture with copied values from this instance.
*
* @return {Texture} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given texture to this instance.
*
* @param {Texture} source - The texture to copy.
* @return {Texture} A reference to this instance.
*/
copy( source ) {
this.name = source.name;
this.source = source.source;
this.mipmaps = source.mipmaps.slice( 0 );
this.mapping = source.mapping;
this.channel = source.channel;
this.wrapS = source.wrapS;
this.wrapT = source.wrapT;
this.magFilter = source.magFilter;
this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.format = source.format;
this.internalFormat = source.internalFormat;
this.type = source.type;
this.normalized = source.normalized;
this.offset.copy( source.offset );
this.repeat.copy( source.repeat );
this.center.copy( source.center );
this.rotation = source.rotation;
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrix.copy( source.matrix );
this.generateMipmaps = source.generateMipmaps;
this.premultiplyAlpha = source.premultiplyAlpha;
this.flipY = source.flipY;
this.unpackAlignment = source.unpackAlignment;
this.colorSpace = source.colorSpace;
this.renderTarget = source.renderTarget;
this.isRenderTargetTexture = source.isRenderTargetTexture;
this.isArrayTexture = source.isArrayTexture;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
this.needsUpdate = true;
return this;
}
/**
* Sets this texture's properties based on `values`.
* @param {Object} values - A container with texture parameters.
*/
setValues( values ) {
for ( const key in values ) {
const newValue = values[ key ];
if ( newValue === undefined ) {
warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
continue;
}
const currentValue = this[ key ];
if ( currentValue === undefined ) {
warn( `Texture.setValues(): property '${ key }' does not exist.` );
continue;
}
if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
currentValue.copy( newValue );
} else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
currentValue.copy( newValue );
} else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
currentValue.copy( newValue );
} else {
this[ key ] = newValue;
}
}
}
/**
* Serializes the texture into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized texture.
* @see {@link ObjectLoader#parse}
*/
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
return meta.textures[ this.uuid ];
}
const output = {
metadata: {
version: 4.7,
type: 'Texture',
generator: 'Texture.toJSON'
},
uuid: this.uuid,
name: this.name,
image: this.source.toJSON( meta ).uuid,
mapping: this.mapping,
channel: this.channel,
repeat: [ this.repeat.x, this.repeat.y ],
offset: [ this.offset.x, this.offset.y ],
center: [ this.center.x, this.center.y ],
rotation: this.rotation,
wrap: [ this.wrapS, this.wrapT ],
format: this.format,
internalFormat: this.internalFormat,
type: this.type,
normalized: this.normalized,
colorSpace: this.colorSpace,
minFilter: this.minFilter,
magFilter: this.magFilter,
anisotropy: this.anisotropy,
flipY: this.flipY,
generateMipmaps: this.generateMipmaps,
premultiplyAlpha: this.premultiplyAlpha,
unpackAlignment: this.unpackAlignment
};
if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
if ( ! isRootObject ) {
meta.textures[ this.uuid ] = output;
}
return output;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires Texture#dispose
*/
dispose() {
/**
* Fires when the texture has been disposed of.
*
* @event Texture#dispose
* @type {Object}
*/
this.dispatchEvent( { type: 'dispose' } );
}
/**
* Transforms the given uv vector with the textures uv transformation matrix.
*
* @param {Vector2} uv - The uv vector.
* @return {Vector2} The transformed uv vector.
*/
transformUv( uv ) {
if ( this.mapping !== UVMapping ) return uv;
uv.applyMatrix3( this.matrix );
if ( uv.x < 0 || uv.x > 1 ) {
switch ( this.wrapS ) {
case RepeatWrapping:
uv.x = uv.x - Math.floor( uv.x );
break;
case ClampToEdgeWrapping:
uv.x = uv.x < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
uv.x = Math.ceil( uv.x ) - uv.x;
} else {
uv.x = uv.x - Math.floor( uv.x );
}
break;
}
}
if ( uv.y < 0 || uv.y > 1 ) {
switch ( this.wrapT ) {
case RepeatWrapping:
uv.y = uv.y - Math.floor( uv.y );
break;
case ClampToEdgeWrapping:
uv.y = uv.y < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
uv.y = Math.ceil( uv.y ) - uv.y;
} else {
uv.y = uv.y - Math.floor( uv.y );
}
break;
}
}
if ( this.flipY ) {
uv.y = 1 - uv.y;
}
return uv;
}
/**
* Setting this property to `true` indicates the engine the texture
* must be updated in the next render. This triggers a texture upload
* to the GPU and ensures correct texture parameter configuration.
*
* @type {boolean}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) {
this.version ++;
this.source.needsUpdate = true;
}
}
/**
* Setting this property to `true` indicates the engine the PMREM
* must be regenerated.
*
* @type {boolean}
* @default false
* @param {boolean} value
*/
set needsPMREMUpdate( value ) {
if ( value === true ) {
this.pmremVersion ++;
}
}
}
/**
* The default image for all textures.
*
* @static
* @type {?Image}
* @default null
*/
Texture.DEFAULT_IMAGE = null;
/**
* The default mapping for all textures.
*
* @static
* @type {number}
* @default UVMapping
*/
Texture.DEFAULT_MAPPING = UVMapping;
/**
* The default anisotropy value for all textures.
*
* @static
* @type {number}
* @default 1
*/
Texture.DEFAULT_ANISOTROPY = 1;
/**
* Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
* (labeled x, y, z and w), which can be used to represent a number of things, such as:
*
* - A point in 4D space.
* - A direction and length in 4D space. In three.js the length will
* always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
* and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
* - Any arbitrary ordered quadruplet of numbers.
*
* There are other things a 4D vector can be used to represent, however these
* are the most common uses in *three.js*.
*
* Iterating through a vector instance will yield its components `(x, y, z, w)` in
* the corresponding order.
* ```js
* const a = new THREE.Vector4( 0, 1, 0, 0 );
*
* //no arguments; will be initialised to (0, 0, 0, 1)
* const b = new THREE.Vector4( );
*
* const d = a.dot( b );
* ```
*/
class Vector4 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Vector4.prototype.isVector4 = true;
}
/**
* Constructs a new 4D vector.
*
* @param {number} [x=0] - The x value of this vector.
* @param {number} [y=0] - The y value of this vector.
* @param {number} [z=0] - The z value of this vector.
* @param {number} [w=1] - The w value of this vector.
*/
constructor( x = 0, y = 0, z = 0, w = 1 ) {
/**
* The x value of this vector.
*
* @type {number}
*/
this.x = x;
/**
* The y value of this vector.
*
* @type {number}
*/
this.y = y;
/**
* The z value of this vector.
*
* @type {number}
*/
this.z = z;
/**
* The w value of this vector.
*
* @type {number}
*/
this.w = w;
}
/**
* Alias for {@link Vector4#z}.
*
* @type {number}
*/
get width() {
return this.z;
}
set width( value ) {
this.z = value;
}
/**
* Alias for {@link Vector4#w}.
*
* @type {number}
*/
get height() {
return this.w;
}
set height( value ) {
this.w = value;
}
/**
* Sets the vector components.
*
* @param {number} x - The value of the x component.
* @param {number} y - The value of the y component.
* @param {number} z - The value of the z component.
* @param {number} w - The value of the w component.
* @return {Vector4} A reference to this vector.
*/
set( x, y, z, w ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
}
/**
* Sets the vector components to the same value.
*
* @param {number} scalar - The value to set for all vector components.
* @return {Vector4} A reference to this vector.
*/
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = scalar;
return this;
}
/**
* Sets the vector's x component to the given value
*
* @param {number} x - The value to set.
* @return {Vector4} A reference to this vector.
*/
setX( x ) {
this.x = x;
return this;
}
/**
* Sets the vector's y component to the given value
*
* @param {number} y - The value to set.
* @return {Vector4} A reference to this vector.
*/
setY( y ) {
this.y = y;
return this;
}
/**
* Sets the vector's z component to the given value
*
* @param {number} z - The value to set.
* @return {Vector4} A reference to this vector.
*/
setZ( z ) {
this.z = z;
return this;
}
/**
* Sets the vector's w component to the given value
*
* @param {number} w - The value to set.
* @return {Vector4} A reference to this vector.
*/
setW( w ) {
this.w = w;
return this;
}
/**
* Allows to set a vector component with an index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y,
* `2` equals to z, `3` equals to w.
* @param {number} value - The value to set.
* @return {Vector4} A reference to this vector.
*/
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
case 3: this.w = value; break;
default: throw new Error( 'THREE.Vector4: index is out of range: ' + index );
}
return this;
}
/**
* Returns the value of the vector component which matches the given index.
*
* @param {number} index - The component index. `0` equals to x, `1` equals to y,
* `2` equals to z, `3` equals to w.
* @return {number} A vector component value.
*/
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
case 3: return this.w;
default: throw new Error( 'THREE.Vector4: index is out of range: ' + index );
}
}
/**
* Returns a new vector with copied values from this instance.
*
* @return {Vector4} A clone of this instance.
*/
clone() {
return new this.constructor( this.x, this.y, this.z, this.w );
}
/**
* Copies the values of the given vector to this instance.
*
* @param {Vector3|Vector4} v - The vector to copy.
* @return {Vector4} A reference to this vector.
*/
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = ( v.w !== undefined ) ? v.w : 1;
return this;
}
/**
* Adds the given vector to this instance.
*
* @param {Vector4} v - The vector to add.
* @return {Vector4} A reference to this vector.
*/
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
}
/**
* Adds the given scalar value to all components of this instance.
*
* @param {number} s - The scalar to add.
* @return {Vector4} A reference to this vector.
*/
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
}
/**
* Adds the given vectors and stores the result in this instance.
*
* @param {Vector4} a - The first vector.
* @param {Vector4} b - The second vector.
* @return {Vector4} A reference to this vector.
*/
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
this.w = a.w + b.w;
return this;
}
/**
* Adds the given vector scaled by the given factor to this instance.
*
* @param {Vector4} v - The vector.
* @param {number} s - The factor that scales `v`.
* @return {Vector4} A reference to this vector.
*/
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
this.w += v.w * s;
return this;
}
/**
* Subtracts the given vector from this instance.
*
* @param {Vector4} v - The vector to subtract.
* @return {Vector4} A reference to this vector.
*/
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
}
/**
* Subtracts the given scalar value from all components of this instance.
*
* @param {number} s - The scalar to subtract.
* @return {Vector4} A reference to this vector.
*/
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
}
/**
* Subtracts the given vectors and stores the result in this instance.
*
* @param {Vector4} a - The first vector.
* @param {Vector4} b - The second vector.
* @return {Vector4} A reference to this vector.
*/
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
this.w = a.w - b.w;
return this;
}
/**
* Multiplies the given vector with this instance.
*
* @param {Vector4} v - The vector to multiply.
* @return {Vector4} A reference to this vector.
*/
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
this.w *= v.w;
return this;
}
/**
* Multiplies the given scalar value with all components of this instance.
*
* @param {number} scalar - The scalar to multiply.
* @return {Vector4} A reference to this vector.
*/
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
}
/**
* Multiplies this vector with the given 4x4 matrix.
*
* @param {Matrix4} m - The 4x4 matrix.
* @return {Vector4} A reference to this vector.
*/
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z, w = this.w;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
return this;
}
/**
* Divides this instance by the given vector.
*
* @param {Vector4} v - The vector to divide.
* @return {Vector4} A reference to this vector.
*/
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
this.w /= v.w;
return this;
}
/**
* Divides this vector by the given scalar.
*
* @param {number} scalar - The scalar to divide.
* @return {Vector4} A reference to this vector.
*/
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
/**
* Sets the x, y and z components of this
* vector to the quaternion's axis and w to the angle.
*
* @param {Quaternion} q - The Quaternion to set.
* @return {Vector4} A reference to this vector.
*/
setAxisAngleFromQuaternion( q ) {
// q is assumed to be normalized
this.w = 2 * Math.acos( q.w );
const s = Math.sqrt( 1 - q.w * q.w );
if ( s < 0.0001 ) {
this.x = 1;
this.y = 0;
this.z = 0;
} else {
this.x = q.x / s;
this.y = q.y / s;
this.z = q.z / s;
}
return this;
}
/**
* Sets the x, y and z components of this
* vector to the axis of rotation and w to the angle.
*
* @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
* @return {Vector4} A reference to this vector.
*/
setAxisAngleFromRotationMatrix( m ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
let angle, x, y, z; // variables for result
const epsilon = 0.01, // margin to allow for rounding errors
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
( Math.abs( m13 - m31 ) < epsilon ) &&
( Math.abs( m23 - m32 ) < epsilon ) ) {
// singularity found
// first check for identity matrix which must have +1 for all terms
// in leading diagonal and zero in other terms
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
( Math.abs( m13 + m31 ) < epsilon2 ) &&
( Math.abs( m23 + m32 ) < epsilon2 ) &&
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
// this singularity is identity matrix so angle = 0
this.set( 1, 0, 0, 0 );
return this; // zero angle, arbitrary axis
}
// otherwise this singularity is angle = 180
angle = Math.PI;
const xx = ( m11 + 1 ) / 2;
const yy = ( m22 + 1 ) / 2;
const zz = ( m33 + 1 ) / 2;
const xy = ( m12 + m21 ) / 4;
const xz = ( m13 + m31 ) / 4;
const yz = ( m23 + m32 ) / 4;
if ( ( xx > yy ) && ( xx > zz ) ) {
// m11 is the largest diagonal term
if ( xx < epsilon ) {
x = 0;
y = 0.707106781;
z = 0.707106781;
} else {
x = Math.sqrt( xx );
y = xy / x;
z = xz / x;
}
} else if ( yy > zz ) {
// m22 is the largest diagonal term
if ( yy < epsilon ) {
x = 0.707106781;
y = 0;
z = 0.707106781;
} else {
y = Math.sqrt( yy );
x = xy / y;
z = yz / y;
}
} else {
// m33 is the largest diagonal term so base result on this
if ( zz < epsilon ) {
x = 0.707106781;
y = 0.707106781;
z = 0;
} else {
z = Math.sqrt( zz );
x = xz / z;
y = yz / z;
}
}
this.set( x, y, z, angle );
return this; // return 180 deg rotation
}
// as we have reached here there are no singularities so we can handle normally
let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
( m13 - m31 ) * ( m13 - m31 ) +
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
if ( Math.abs( s ) < 0.001 ) s = 1;
// prevent divide by zero, should not happen if matrix is orthogonal and should be
// caught by singularity test above, but I've left it in just in case
this.x = ( m32 - m23 ) / s;
this.y = ( m13 - m31 ) / s;
this.z = ( m21 - m12 ) / s;
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
return this;
}
/**
* Sets the vector components to the position elements of the
* given transformation matrix.
*
* @param {Matrix4} m - The 4x4 matrix.
* @return {Vector4} A reference to this vector.
*/
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
this.w = e[ 15 ];
return this;
}
/**
* If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
* value, replace that value with the corresponding min value.
*
* @param {Vector4} v - The vector.
* @return {Vector4} A reference to this vector.
*/
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
this.z = Math.min( this.z, v.z );
this.w = Math.min( this.w, v.w );
return this;
}
/**
* If this vector's x, y, z or w value is less than the given vector's x, y, z or w
* value, replace that value with the corresponding max value.
*
* @param {Vector4} v - The vector.
* @return {Vector4} A reference to this vector.
*/
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
this.z = Math.max( this.z, v.z );
this.w = Math.max( this.w, v.w );
return this;
}
/**
* If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
* value, it is replaced by the corresponding value.
* If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
* it is replaced by the corresponding value.
*
* @param {Vector4} min - The minimum x, y and z values.
* @param {Vector4} max - The maximum x, y and z values in the desired range.
* @return {Vector4} A reference to this vector.
*/
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp( this.x, min.x, max.x );
this.y = clamp( this.y, min.y, max.y );
this.z = clamp( this.z, min.z, max.z );
this.w = clamp( this.w, min.w, max.w );
return this;
}
/**
* If this vector's x, y, z or w values are greater than the max value, they are
* replaced by the max value.
* If this vector's x, y, z or w values are less than the min value, they are
* replaced by the min value.
*
* @param {number} minVal - The minimum value the components will be clamped to.
* @param {number} maxVal - The maximum value the components will be clamped to.
* @return {Vector4} A reference to this vector.
*/
clampScalar( minVal, maxVal ) {
this.x = clamp( this.x, minVal, maxVal );
this.y = clamp( this.y, minVal, maxVal );
this.z = clamp( this.z, minVal, maxVal );
this.w = clamp( this.w, minVal, maxVal );
return this;
}
/**
* If this vector's length is greater than the max value, it is replaced by
* the max value.
* If this vector's length is less than the min value, it is replaced by the
* min value.
*
* @param {number} min - The minimum value the vector length will be clamped to.
* @param {number} max - The maximum value the vector length will be clamped to.
* @return {Vector4} A reference to this vector.
*/
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
}
/**
* The components of this vector are rounded down to the nearest integer value.
*
* @return {Vector4} A reference to this vector.
*/
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
this.w = Math.floor( this.w );
return this;
}
/**
* The components of this vector are rounded up to the nearest integer value.
*
* @return {Vector4} A reference to this vector.
*/
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
this.w = Math.ceil( this.w );
return this;
}
/**
* The components of this vector are rounded to the nearest integer value
*
* @return {Vector4} A reference to this vector.
*/
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
this.w = Math.round( this.w );
return this;
}
/**
* The components of this vector are rounded towards zero (up if negative,
* down if positive) to an integer value.
*
* @return {Vector4} A reference to this vector.
*/
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
this.w = Math.trunc( this.w );
return this;
}
/**
* Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
*
* @return {Vector4} A reference to this vector.
*/
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
this.w = - this.w;
return this;
}
/**
* Calculates the dot product of the given vector with this instance.
*
* @param {Vector4} v - The vector to compute the dot product with.
* @return {number} The result of the dot product.
*/
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
}
/**
* Computes the square of the Euclidean length (straight-line length) from
* (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
* compare the length squared instead as it is slightly more efficient to calculate.
*
* @return {number} The square length of this vector.
*/
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
}
/**
* Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
*
* @return {number} The length of this vector.
*/
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
}
/**
* Computes the Manhattan length of this vector.
*
* @return {number} The length of this vector.
*/
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
}
/**
* Converts this vector to a unit vector - that is, sets it equal to a vector
* with the same direction as this one, but with a vector length of `1`.
*
* @return {Vector4} A reference to this vector.
*/
normalize() {
return this.divideScalar( this.length() || 1 );
}
/**
* Sets this vector to a vector with the same direction as this one, but
* with the specified length.
*
* @param {number} length - The new length of this vector.
* @return {Vector4} A reference to this vector.
*/
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
/**
* Linearly interpolates between the given vector and this instance, where
* alpha is the percent distance along the line - alpha = 0 will be this
* vector, and alpha = 1 will be the given one.
*
* @param {Vector4} v - The vector to interpolate towards.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector4} A reference to this vector.
*/
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
this.w += ( v.w - this.w ) * alpha;
return this;
}
/**
* Linearly interpolates between the given vectors, where alpha is the percent
* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
* be the second one. The result is stored in this instance.
*
* @param {Vector4} v1 - The first vector.
* @param {Vector4} v2 - The second vector.
* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
* @return {Vector4} A reference to this vector.
*/
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
this.z = v1.z + ( v2.z - v1.z ) * alpha;
this.w = v1.w + ( v2.w - v1.w ) * alpha;
return this;
}
/**
* Returns `true` if this vector is equal with the given one.
*
* @param {Vector4} v - The vector to test for equality.
* @return {boolean} Whether this vector is equal with the given one.
*/
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
}
/**
* Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
* z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
*
* @param {Array<number>} array - An array holding the vector component values.
* @param {number} [offset=0] - The offset into the array.
* @return {Vector4} A reference to this vector.
*/
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
this.w = array[ offset + 3 ];
return this;
}
/**
* Writes the components of this vector to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the vector components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The vector components.
*/
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;
}
/**
* Sets the components of this vector from the given buffer attribute.
*
* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
* @param {number} index - The index into the attribute.
* @return {Vector4} A reference to this vector.
*/
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;
}
/**
* Sets each component of this vector to a pseudo-random value between `0` and
* `1`, excluding `1`.
*
* @return {Vector4} A reference to this vector.
*/
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
this.w = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
yield this.w;
}
}
/**
* A render target is a buffer where the video card draws pixels for a scene
* that is being rendered in the background. It is used in different effects,
* such as applying postprocessing to a rendered image before displaying it
* on the screen.
*
* @augments EventDispatcher
*/
class RenderTarget extends EventDispatcher {
/**
* Render target options.
*
* @typedef {Object} RenderTarget~Options
* @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
* @property {number} [magFilter=LinearFilter] - The mag filter.
* @property {number} [minFilter=LinearFilter] - The min filter.
* @property {number} [format=RGBAFormat] - The texture format.
* @property {number} [type=UnsignedByteType] - The texture type.
* @property {?string} [internalFormat=null] - The texture's internal format.
* @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
* @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
* @property {number} [anisotropy=1] - The texture's anisotropy value.
* @property {string} [colorSpace=NoColorSpace] - The texture's color space.
* @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
* @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
* @property {boolean} [resolveColorBuffer=true] - Whether to resolve the color buffer or not. Only relevant for multisampled render targets.
* @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not. Only relevant for multisampled render targets.
* @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not. Only relevant for multisampled render targets.
* @property {boolean} [storeMultisampledColorBuffer=true] - Whether to store the multisampled color buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass.
* @property {boolean} [storeMultisampledDepthBuffer=true] - Whether to store the multisampled depth buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass.
* @property {boolean} [storeMultisampledStencilBuffer=true] - Whether to store the multisampled stencil buffer or not. Setting to `false` saves memory bandwidth when the multisampled data are not needed after a render pass.
* @property {?Texture} [depthTexture=null] - Reference to a depth texture.
* @property {number} [samples=0] - The MSAA samples count.
* @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
* @property {number} [depth=1] - The texture depth.
* @property {boolean} [multiview=false] - Whether this target is used for multiview rendering (WebGL OVR_multiview2 extension).
* @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension.
*/
/**
* Constructs a new render target.
*
* @param {number} [width=1] - The width of the render target.
* @param {number} [height=1] - The height of the render target.
* @param {RenderTarget~Options} [options] - The configuration object.
*/
constructor( width = 1, height = 1, options = {} ) {
super();
options = Object.assign( {
generateMipmaps: false,
internalFormat: null,
minFilter: LinearFilter,
depthBuffer: true,
stencilBuffer: false,
resolveColorBuffer: true,
resolveDepthBuffer: true,
resolveStencilBuffer: true,
storeMultisampledColorBuffer: true,
storeMultisampledDepthBuffer: true,
storeMultisampledStencilBuffer: true,
depthTexture: null,
samples: 0,
count: 1,
depth: 1,
multiview: false,
useArrayDepthTexture: false
}, options );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isRenderTarget = true;
/**
* The width of the render target.
*
* @type {number}
* @default 1
*/
this.width = width;
/**
* The height of the render target.
*
* @type {number}
* @default 1
*/
this.height = height;
/**
* The depth of the render target.
*
* @type {number}
* @default 1
*/
this.depth = options.depth;
/**
* A rectangular area inside the render target's viewport. Fragments that are
* outside the area will be discarded.
*
* @type {Vector4}
* @default (0,0,width,height)
*/
this.scissor = new Vector4( 0, 0, width, height );
/**
* Indicates whether the scissor test should be enabled when rendering into
* this render target or not.
*
* @type {boolean}
* @default false
*/
this.scissorTest = false;
/**
* A rectangular area representing the render target's viewport.
*
* @type {Vector4}
* @default (0,0,width,height)
*/
this.viewport = new Vector4( 0, 0, width, height );
/**
* An array of textures. Each color attachment is represented as a separate texture.
* Has at least a single entry for the default color attachment.
*
* @type {Array<Texture>}
*/
this.textures = [];
const image = { width: width, height: height, depth: options.depth };
const texture = new Texture( image );
const count = options.count;
for ( let i = 0; i < count; i ++ ) {
this.textures[ i ] = texture.clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
}
this._setTextureOptions( options );
/**
* Whether to allocate a depth buffer or not.
*
* @type {boolean}
* @default true
*/
this.depthBuffer = options.depthBuffer;
/**
* Whether to allocate a stencil buffer or not.
*
* @type {boolean}
* @default false
*/
this.stencilBuffer = options.stencilBuffer;
/**
* Whether to resolve the color buffer or not. When set to `false`, the color
* attachments do not receive the resolved (single-sampled) output of a render
* pass and the render target's textures are left untouched. The rendered
* content is then only accessible within the render pass itself.
*
* Only relevant for multisampled render targets.
*
* @type {boolean}
* @default true
*/
this.resolveColorBuffer = options.resolveColorBuffer;
/**
* Whether to resolve the depth buffer or not. When set to `false`, the depth
* texture does not receive the resolved depth output of a render pass which
* saves memory bandwidth. Use this setting when the depth data of a render
* pass are not required afterwards.
*
* Only relevant for multisampled render targets in WebGL. WebGPU does not
* support depth resolves; sampling the depth texture of a multisampled render
* target accesses the multisampled data directly, see
* {@link RenderTarget#storeMultisampledDepthBuffer}.
*
* @type {boolean}
* @default true
*/
this.resolveDepthBuffer = options.resolveDepthBuffer;
/**
* Whether to resolve the stencil buffer or not. Analogous to
* {@link RenderTarget#resolveDepthBuffer} but for the stencil aspect.
*
* @type {boolean}
* @default true
*/
this.resolveStencilBuffer = options.resolveStencilBuffer;
/**
* Whether to store the multisampled color buffer or not. When set to `false`,
* the multisampled data are discarded at the end of a render pass, right after
* they have been resolved. This saves memory bandwidth, especially on tile-based
* GPUs, and is the recommended setting for render targets that are fully redrawn
* each frame and whose output is only accessed via the resolved textures (e.g.
* scene passes in post-processing chains).
*
* Must be kept `true` when the multisampled data are needed after the render
* pass ends, e.g. when rendering into the target without clearing or when the
* scene contains transmissive objects which require a mid-pass framebuffer copy.
*
* @type {boolean}
* @default true
*/
this.storeMultisampledColorBuffer = options.storeMultisampledColorBuffer;
/**
* Whether to store the multisampled depth buffer or not. When set to `false`,
* the multisampled depth data are discarded at the end of a render pass which
* saves memory bandwidth.
*
* Must be kept `true` in WebGPU when the depth texture of a multisampled render
* target is sampled (e.g. by depth-based post-processing effects) since depth
* is read directly from the multisampled data.
*
* @type {boolean}
* @default true
*/
this.storeMultisampledDepthBuffer = options.storeMultisampledDepthBuffer;
/**
* Whether to store the multisampled stencil buffer or not. Analogous to
* {@link RenderTarget#storeMultisampledDepthBuffer} but for the stencil aspect.
*
* @type {boolean}
* @default true
*/
this.storeMultisampledStencilBuffer = options.storeMultisampledStencilBuffer;
this._depthTexture = null;
this.depthTexture = options.depthTexture;
/**
* The number of MSAA samples.
*
* A value of `0` disables MSAA.
*
* @type {number}
* @default 0
*/
this.samples = options.samples;
/**
* Whether to this target is used in multiview rendering.
*
* @type {boolean}
* @default false
*/
this.multiview = options.multiview;
/**
* Whether to create the depth texture as an array texture for per-layer depth testing.
* This is separate from multiview so layered render targets can use array depth without
* the multiview extension.
*
* @type {boolean}
* @default false
*/
this.useArrayDepthTexture = options.useArrayDepthTexture;
}
_setTextureOptions( options = {} ) {
const values = {
minFilter: LinearFilter,
generateMipmaps: false,
flipY: false,
internalFormat: null
};
if ( options.mapping !== undefined ) values.mapping = options.mapping;
if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
if ( options.format !== undefined ) values.format = options.format;
if ( options.type !== undefined ) values.type = options.type;
if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
if ( options.flipY !== undefined ) values.flipY = options.flipY;
if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
for ( let i = 0; i < this.textures.length; i ++ ) {
const texture = this.textures[ i ];
texture.setValues( values );
}
}
/**
* The texture representing the default color attachment.
*
* @type {Texture}
*/
get texture() {
return this.textures[ 0 ];
}
set texture( value ) {
this.textures[ 0 ] = value;
}
set depthTexture( current ) {
if ( this._depthTexture !== null && this._depthTexture.renderTarget === this ) this._depthTexture.renderTarget = null;
if ( current !== null && current.renderTarget === null ) current.renderTarget = this;
this._depthTexture = current;
}
/**
* Instead of saving the depth in a renderbuffer, a texture
* can be used instead which is useful for further processing
* e.g. in context of post-processing.
*
* @type {?DepthTexture}
* @default null
*/
get depthTexture() {
return this._depthTexture;
}
/**
* Sets the size of this render target.
*
* @param {number} width - The width.
* @param {number} height - The height.
* @param {number} [depth=1] - The depth.
*/
setSize( width, height, depth = 1 ) {
if ( this.width !== width || this.height !== height || this.depth !== depth ) {
this.width = width;
this.height = height;
this.depth = depth;
for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
this.textures[ i ].image.width = width;
this.textures[ i ].image.height = height;
this.textures[ i ].image.depth = depth;
if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
// TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
// Maybe a method `isArrayTexture()` or just a getter could replace a flag since
// both are evaluated on each call?
this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
}
}
this.dispose();
}
this.viewport.set( 0, 0, width, height );
this.scissor.set( 0, 0, width, height );
}
/**
* Returns a new render target with copied values from this instance.
*
* @return {RenderTarget} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the settings of the given render target. This is a structural copy so
* no resources are shared between render targets after the copy. That includes
* all MRT textures and the depth texture.
*
* @param {RenderTarget} source - The render target to copy.
* @return {RenderTarget} A reference to this instance.
*/
copy( source ) {
this.width = source.width;
this.height = source.height;
this.depth = source.depth;
this.scissor.copy( source.scissor );
this.scissorTest = source.scissorTest;
this.viewport.copy( source.viewport );
this.textures.length = 0;
for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
this.textures[ i ] = source.textures[ i ].clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
// ensure image object is not shared, see #20328
const image = Object.assign( {}, source.textures[ i ].image );
this.textures[ i ].source = new TextureSource( image );
}
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
this.resolveColorBuffer = source.resolveColorBuffer;
this.resolveDepthBuffer = source.resolveDepthBuffer;
this.resolveStencilBuffer = source.resolveStencilBuffer;
this.storeMultisampledColorBuffer = source.storeMultisampledColorBuffer;
this.storeMultisampledDepthBuffer = source.storeMultisampledDepthBuffer;
this.storeMultisampledStencilBuffer = source.storeMultisampledStencilBuffer;
if ( source.depthTexture !== null ) {
if ( source.depthTexture.renderTarget === source ) {
const depthTexture = source.depthTexture.clone();
depthTexture.renderTarget = null;
this.depthTexture = depthTexture;
} else {
this.depthTexture = source.depthTexture;
}
}
this.samples = source.samples;
this.multiview = source.multiview;
this.useArrayDepthTexture = source.useArrayDepthTexture;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires RenderTarget#dispose
*/
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
/**
* A render target used in context of {@link WebGLRenderer}.
*
* @augments RenderTarget
*/
class WebGLRenderTarget extends RenderTarget {
/**
* Constructs a new 3D render target.
*
* @param {number} [width=1] - The width of the render target.
* @param {number} [height=1] - The height of the render target.
* @param {RenderTarget~Options} [options] - The configuration object.
*/
constructor( width = 1, height = 1, options = {} ) {
super( width, height, options );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWebGLRenderTarget = true;
}
}
/**
* Creates an array of textures directly from raw buffer data.
*
* @augments Texture
*/
class DataArrayTexture extends Texture {
/**
* Constructs a new data array texture.
*
* @param {?TypedArray} [data=null] - The buffer data.
* @param {number} [width=1] - The width of the texture.
* @param {number} [height=1] - The height of the texture.
* @param {number} [depth=1] - The depth of the texture.
*/
constructor( data = null, width = 1, height = 1, depth = 1 ) {
super( null );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDataArrayTexture = true;
/**
* The image definition of a data texture.
*
* @type {{data:TypedArray,width:number,height:number,depth:number}}
*/
this.image = { data, width, height, depth };
/**
* How the texture is sampled when a texel covers more than one pixel.
*
* Overwritten and set to `NearestFilter` by default.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.magFilter = NearestFilter;
/**
* How the texture is sampled when a texel covers less than one pixel.
*
* Overwritten and set to `NearestFilter` by default.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.minFilter = NearestFilter;
/**
* This defines how the texture is wrapped in the depth and corresponds to
* *W* in UVW mapping.
*
* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
* @default ClampToEdgeWrapping
*/
this.wrapR = ClampToEdgeWrapping;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
/**
* Specifies the alignment requirements for the start of each pixel row in memory.
*
* Overwritten and set to `1` by default.
*
* @type {boolean}
* @default 1
*/
this.unpackAlignment = 1;
/**
* A set of all layers which need to be updated in the texture.
*
* @type {Set<number>}
*/
this.layerUpdates = new Set();
}
/**
* Copies the values of the given texture to this instance.
*
* @param {DataArrayTexture} source - The texture to copy.
* @return {DataArrayTexture} A reference to this instance.
*/
copy( source ) {
super.copy( source );
this.wrapR = source.wrapR;
return this;
}
/**
* Describes that a specific layer of the texture needs to be updated.
* Normally when {@link Texture#needsUpdate} is set to `true`, the
* entire data texture array is sent to the GPU. Marking specific
* layers will only transmit subsets of all mipmaps associated with a
* specific depth in the array which is often much more performant.
*
* @param {number} layerIndex - The layer index that should be updated.
*/
addLayerUpdate( layerIndex ) {
this.layerUpdates.add( layerIndex );
}
/**
* Resets the layer updates registry.
*/
clearLayerUpdates() {
this.layerUpdates.clear();
}
}
/**
* An array render target used in context of {@link WebGLRenderer}.
*
* @augments WebGLRenderTarget
*/
class WebGLArrayRenderTarget extends WebGLRenderTarget {
/**
* Constructs a new array render target.
*
* @param {number} [width=1] - The width of the render target.
* @param {number} [height=1] - The height of the render target.
* @param {number} [depth=1] - The height of the render target.
* @param {RenderTarget~Options} [options] - The configuration object.
*/
constructor( width = 1, height = 1, depth = 1, options = {} ) {
super( width, height, options );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWebGLArrayRenderTarget = true;
this.depth = depth;
/**
* Overwritten with a different texture type.
*
* @type {DataArrayTexture}
*/
this.texture = new DataArrayTexture( null, width, height, depth );
this._setTextureOptions( options );
this.texture.isRenderTargetTexture = true;
}
}
/**
* Creates a three-dimensional texture from raw data, with parameters to
* divide it into width, height, and depth.
*
* @augments Texture
*/
class Data3DTexture extends Texture {
/**
* Constructs a new data array texture.
*
* @param {?TypedArray} [data=null] - The buffer data.
* @param {number} [width=1] - The width of the texture.
* @param {number} [height=1] - The height of the texture.
* @param {number} [depth=1] - The depth of the texture.
*/
constructor( data = null, width = 1, height = 1, depth = 1 ) {
// We're going to add .setXXX() methods for setting properties later.
// Users can still set in Data3DTexture directly.
//
// const texture = new THREE.Data3DTexture( data, width, height, depth );
// texture.anisotropy = 16;
//
// See #14839
super( null );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isData3DTexture = true;
/**
* The image definition of a data texture.
*
* @type {{data:TypedArray,width:number,height:number,depth:number}}
*/
this.image = { data, width, height, depth };
/**
* How the texture is sampled when a texel covers more than one pixel.
*
* Overwritten and set to `NearestFilter` by default.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.magFilter = NearestFilter;
/**
* How the texture is sampled when a texel covers less than one pixel.
*
* Overwritten and set to `NearestFilter` by default.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.minFilter = NearestFilter;
/**
* This defines how the texture is wrapped in the depth and corresponds to
* *W* in UVW mapping.
*
* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
* @default ClampToEdgeWrapping
*/
this.wrapR = ClampToEdgeWrapping;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
/**
* Specifies the alignment requirements for the start of each pixel row in memory.
*
* Overwritten and set to `1` by default.
*
* @type {boolean}
* @default 1
*/
this.unpackAlignment = 1;
}
/**
* Copies the values of the given texture to this instance.
*
* @param {Data3DTexture} source - The texture to copy.
* @return {Data3DTexture} A reference to this instance.
*/
copy( source ) {
super.copy( source );
this.wrapR = source.wrapR;
return this;
}
}
/**
* A 3D render target used in context of {@link WebGLRenderer}.
*
* @augments WebGLRenderTarget
*/
class WebGL3DRenderTarget extends WebGLRenderTarget {
/**
* Constructs a new 3D render target.
*
* @param {number} [width=1] - The width of the render target.
* @param {number} [height=1] - The height of the render target.
* @param {number} [depth=1] - The height of the render target.
* @param {RenderTarget~Options} [options] - The configuration object.
*/
constructor( width = 1, height = 1, depth = 1, options = {} ) {
super( width, height, options );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWebGL3DRenderTarget = true;
this.depth = depth;
/**
* Overwritten with a different texture type.
*
* @type {Data3DTexture}
*/
this.texture = new Data3DTexture( null, width, height, depth );
this._setTextureOptions( options );
this.texture.isRenderTargetTexture = true;
}
}
/**
* Represents a 4x4 matrix.
*
* The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
* For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
*
* This allows a 3D vector representing a point in 3D space to undergo
* transformations such as translation, rotation, shear, scale, reflection,
* orthogonal or perspective projection and so on, by being multiplied by the
* matrix. This is known as `applying` the matrix to the vector.
*
* A Note on Row-Major and Column-Major Ordering:
*
* The constructor and {@link Matrix3#set} method take arguments in
* [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
* order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
* This means that calling:
* ```js
* const m = new THREE.Matrix4();
* m.set( 11, 12, 13, 14,
* 21, 22, 23, 24,
* 31, 32, 33, 34,
* 41, 42, 43, 44 );
* ```
* will result in the elements array containing:
* ```js
* m.elements = [ 11, 21, 31, 41,
* 12, 22, 32, 42,
* 13, 23, 33, 43,
* 14, 24, 34, 44 ];
* ```
* and internally all calculations are performed using column-major ordering.
* However, as the actual ordering makes no difference mathematically and
* most people are used to thinking about matrices in row-major order, the
* three.js documentation shows matrices in row-major order. Just bear in
* mind that if you are reading the source code, you'll have to take the
* transpose of any matrices outlined here to make sense of the calculations.
*/
class Matrix4 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Matrix4.prototype.isMatrix4 = true;
}
/**
* Constructs a new 4x4 matrix. The arguments are supposed to be
* in row-major order. If no arguments are provided, the constructor
* initializes the matrix as an identity matrix.
*
* @param {number} [n11] - 1-1 matrix element.
* @param {number} [n12] - 1-2 matrix element.
* @param {number} [n13] - 1-3 matrix element.
* @param {number} [n14] - 1-4 matrix element.
* @param {number} [n21] - 2-1 matrix element.
* @param {number} [n22] - 2-2 matrix element.
* @param {number} [n23] - 2-3 matrix element.
* @param {number} [n24] - 2-4 matrix element.
* @param {number} [n31] - 3-1 matrix element.
* @param {number} [n32] - 3-2 matrix element.
* @param {number} [n33] - 3-3 matrix element.
* @param {number} [n34] - 3-4 matrix element.
* @param {number} [n41] - 4-1 matrix element.
* @param {number} [n42] - 4-2 matrix element.
* @param {number} [n43] - 4-3 matrix element.
* @param {number} [n44] - 4-4 matrix element.
*/
constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
/**
* A column-major list of matrix values.
*
* @type {Array<number>}
*/
this.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
}
}
/**
* Sets the elements of the matrix.The arguments are supposed to be
* in row-major order.
*
* @param {number} [n11] - 1-1 matrix element.
* @param {number} [n12] - 1-2 matrix element.
* @param {number} [n13] - 1-3 matrix element.
* @param {number} [n14] - 1-4 matrix element.
* @param {number} [n21] - 2-1 matrix element.
* @param {number} [n22] - 2-2 matrix element.
* @param {number} [n23] - 2-3 matrix element.
* @param {number} [n24] - 2-4 matrix element.
* @param {number} [n31] - 3-1 matrix element.
* @param {number} [n32] - 3-2 matrix element.
* @param {number} [n33] - 3-3 matrix element.
* @param {number} [n34] - 3-4 matrix element.
* @param {number} [n41] - 4-1 matrix element.
* @param {number} [n42] - 4-2 matrix element.
* @param {number} [n43] - 4-3 matrix element.
* @param {number} [n44] - 4-4 matrix element.
* @return {Matrix4} A reference to this matrix.
*/
set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
return this;
}
/**
* Sets this matrix to the 4x4 identity matrix.
*
* @return {Matrix4} A reference to this matrix.
*/
identity() {
this.set(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
/**
* Returns a matrix with copied values from this instance.
*
* @return {Matrix4} A clone of this instance.
*/
clone() {
return new Matrix4().fromArray( this.elements );
}
/**
* Copies the values of the given matrix to this instance.
*
* @param {Matrix4} m - The matrix to copy.
* @return {Matrix4} A reference to this matrix.
*/
copy( m ) {
const te = this.elements;
const me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
return this;
}
/**
* Copies the translation component of the given matrix
* into this matrix's translation component.
*
* @param {Matrix4} m - The matrix to copy the translation component.
* @return {Matrix4} A reference to this matrix.
*/
copyPosition( m ) {
const te = this.elements, me = m.elements;
te[ 12 ] = me[ 12 ];
te[ 13 ] = me[ 13 ];
te[ 14 ] = me[ 14 ];
return this;
}
/**
* Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
*
* @param {Matrix3} m - The 3x3 matrix.
* @return {Matrix4} A reference to this matrix.
*/
setFromMatrix3( m ) {
const me = m.elements;
this.set(
me[ 0 ], me[ 3 ], me[ 6 ], 0,
me[ 1 ], me[ 4 ], me[ 7 ], 0,
me[ 2 ], me[ 5 ], me[ 8 ], 0,
0, 0, 0, 1
);
return this;
}
/**
* Extracts the basis vectors of this matrix into the three vectors provided.
*
* @param {Vector3} xAxis - The basis's x axis.
* @param {Vector3} yAxis - The basis's y axis.
* @param {Vector3} zAxis - The basis's z axis.
* @return {Matrix4} A reference to this matrix.
*/
extractBasis( xAxis, yAxis, zAxis ) {
if ( this.determinantAffine() === 0 ) {
xAxis.set( 1, 0, 0 );
yAxis.set( 0, 1, 0 );
zAxis.set( 0, 0, 1 );
return this;
}
xAxis.setFromMatrixColumn( this, 0 );
yAxis.setFromMatrixColumn( this, 1 );
zAxis.setFromMatrixColumn( this, 2 );
return this;
}
/**
* Sets the given basis vectors to this matrix.
*
* @param {Vector3} xAxis - The basis's x axis.
* @param {Vector3} yAxis - The basis's y axis.
* @param {Vector3} zAxis - The basis's z axis.
* @return {Matrix4} A reference to this matrix.
*/
makeBasis( xAxis, yAxis, zAxis ) {
this.set(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
);
return this;
}
/**
* Extracts the rotation component of the given matrix
* into this matrix's rotation component.
*
* Note: This method does not support reflection matrices.
*
* @param {Matrix4} m - The matrix.
* @return {Matrix4} A reference to this matrix.
*/
extractRotation( m ) {
if ( m.determinantAffine() === 0 ) {
return this.identity();
}
const te = this.elements;
const me = m.elements;
const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
te[ 0 ] = me[ 0 ] * scaleX;
te[ 1 ] = me[ 1 ] * scaleX;
te[ 2 ] = me[ 2 ] * scaleX;
te[ 3 ] = 0;
te[ 4 ] = me[ 4 ] * scaleY;
te[ 5 ] = me[ 5 ] * scaleY;
te[ 6 ] = me[ 6 ] * scaleY;
te[ 7 ] = 0;
te[ 8 ] = me[ 8 ] * scaleZ;
te[ 9 ] = me[ 9 ] * scaleZ;
te[ 10 ] = me[ 10 ] * scaleZ;
te[ 11 ] = 0;
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
/**
* Sets the rotation component (the upper left 3x3 matrix) of this matrix to
* the rotation specified by the given Euler angles. The rest of
* the matrix is set to the identity. Depending on the {@link Euler#order},
* there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
* for a complete list.
*
* @param {Euler} euler - The Euler angles.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationFromEuler( euler ) {
const te = this.elements;
const x = euler.x, y = euler.y, z = euler.z;
const a = Math.cos( x ), b = Math.sin( x );
const c = Math.cos( y ), d = Math.sin( y );
const e = Math.cos( z ), f = Math.sin( z );
if ( euler.order === 'XYZ' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = - c * f;
te[ 8 ] = d;
te[ 1 ] = af + be * d;
te[ 5 ] = ae - bf * d;
te[ 9 ] = - b * c;
te[ 2 ] = bf - ae * d;
te[ 6 ] = be + af * d;
te[ 10 ] = a * c;
} else if ( euler.order === 'YXZ' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce + df * b;
te[ 4 ] = de * b - cf;
te[ 8 ] = a * d;
te[ 1 ] = a * f;
te[ 5 ] = a * e;
te[ 9 ] = - b;
te[ 2 ] = cf * b - de;
te[ 6 ] = df + ce * b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZXY' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce - df * b;
te[ 4 ] = - a * f;
te[ 8 ] = de + cf * b;
te[ 1 ] = cf + de * b;
te[ 5 ] = a * e;
te[ 9 ] = df - ce * b;
te[ 2 ] = - a * d;
te[ 6 ] = b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZYX' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = be * d - af;
te[ 8 ] = ae * d + bf;
te[ 1 ] = c * f;
te[ 5 ] = bf * d + ae;
te[ 9 ] = af * d - be;
te[ 2 ] = - d;
te[ 6 ] = b * c;
te[ 10 ] = a * c;
} else if ( euler.order === 'YZX' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = bd - ac * f;
te[ 8 ] = bc * f + ad;
te[ 1 ] = f;
te[ 5 ] = a * e;
te[ 9 ] = - b * e;
te[ 2 ] = - d * e;
te[ 6 ] = ad * f + bc;
te[ 10 ] = ac - bd * f;
} else if ( euler.order === 'XZY' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = - f;
te[ 8 ] = d * e;
te[ 1 ] = ac * f + bd;
te[ 5 ] = a * e;
te[ 9 ] = ad * f - bc;
te[ 2 ] = bc * f - ad;
te[ 6 ] = b * e;
te[ 10 ] = bd * f + ac;
}
// bottom row
te[ 3 ] = 0;
te[ 7 ] = 0;
te[ 11 ] = 0;
// last column
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
/**
* Sets the rotation component of this matrix to the rotation specified by
* the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
* The rest of the matrix is set to the identity.
*
* @param {Quaternion} q - The Quaternion.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationFromQuaternion( q ) {
return this.compose( _zero, q, _one );
}
/**
* Sets the rotation component of the transformation matrix, looking from `eye` towards
* `target`, and oriented by the up-direction.
*
* @param {Vector3} eye - The eye vector.
* @param {Vector3} target - The target vector.
* @param {Vector3} up - The up vector.
* @return {Matrix4} A reference to this matrix.
*/
lookAt( eye, target, up ) {
const te = this.elements;
_z.subVectors( eye, target );
if ( _z.lengthSq() === 0 ) {
// eye and target are in the same position
_z.z = 1;
}
_z.normalize();
_x.crossVectors( up, _z );
if ( _x.lengthSq() === 0 ) {
// up and z are parallel
if ( Math.abs( up.z ) === 1 ) {
_z.x += 0.0001;
} else {
_z.z += 0.0001;
}
_z.normalize();
_x.crossVectors( up, _z );
}
_x.normalize();
_y.crossVectors( _z, _x );
te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
return this;
}
/**
* Post-multiplies this matrix by the given 4x4 matrix.
*
* @param {Matrix4} m - The matrix to multiply with.
* @return {Matrix4} A reference to this matrix.
*/
multiply( m ) {
return this.multiplyMatrices( this, m );
}
/**
* Pre-multiplies this matrix by the given 4x4 matrix.
*
* @param {Matrix4} m - The matrix to multiply with.
* @return {Matrix4} A reference to this matrix.
*/
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
/**
* Multiples the given 4x4 matrices and stores the result
* in this matrix.
*
* @param {Matrix4} a - The first matrix.
* @param {Matrix4} b - The second matrix.
* @return {Matrix4} A reference to this matrix.
*/
multiplyMatrices( a, b ) {
const ae = a.elements;
const be = b.elements;
const te = this.elements;
const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
}
/**
* Multiplies every component of the matrix by the given scalar.
*
* @param {number} s - The scalar.
* @return {Matrix4} A reference to this matrix.
*/
multiplyScalar( s ) {
const te = this.elements;
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
return this;
}
/**
* Computes and returns the determinant of this matrix.
*
* @return {number} The determinant.
*/
determinant() {
const te = this.elements;
const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
const t11 = n23 * n34 - n24 * n33;
const t12 = n22 * n34 - n24 * n32;
const t13 = n22 * n33 - n23 * n32;
const t21 = n21 * n34 - n24 * n31;
const t22 = n21 * n33 - n23 * n31;
const t23 = n21 * n32 - n22 * n31;
return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
}
/**
* Computes and returns the determinant of the 4x4 matrix, but assumes the
* matrix is affine, saving some computations.
*
* For affine matrices (like an object's world matrix), this value equals the
* full 4x4 {@link Matrix4#determinant} but is cheaper to compute.
*
* Assumes the bottom row is [0, 0, 0, 1].
*
* @return {number} The determinant of the matrix.
*/
determinantAffine() {
const te = this.elements;
const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ];
const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ];
const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ];
return n11 * ( n22 * n33 - n23 * n32 ) -
n12 * ( n21 * n33 - n23 * n31 ) +
n13 * ( n21 * n32 - n22 * n31 );
}
/**
* Transposes this matrix in place.
*
* @return {Matrix4} A reference to this matrix.
*/
transpose() {
const te = this.elements;
let tmp;
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
return this;
}
/**
* Sets the position component for this matrix from the given vector,
* without affecting the rest of the matrix.
*
* @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
* @param {number} y - The y component of the vector.
* @param {number} z - The z component of the vector.
* @return {Matrix4} A reference to this matrix.
*/
setPosition( x, y, z ) {
const te = this.elements;
if ( x.isVector3 ) {
te[ 12 ] = x.x;
te[ 13 ] = x.y;
te[ 14 ] = x.z;
} else {
te[ 12 ] = x;
te[ 13 ] = y;
te[ 14 ] = z;
}
return this;
}
/**
* Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
* You can not invert with a determinant of zero. If you attempt this, the method produces
* a zero matrix instead.
*
* @return {Matrix4} A reference to this matrix.
*/
invert() {
// based on https://github.com/toji/gl-matrix
const te = this.elements,
n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
t1 = n11 * n22 - n21 * n12,
t2 = n11 * n32 - n31 * n12,
t3 = n11 * n42 - n41 * n12,
t4 = n21 * n32 - n31 * n22,
t5 = n21 * n42 - n41 * n22,
t6 = n31 * n42 - n41 * n32,
t7 = n13 * n24 - n23 * n14,
t8 = n13 * n34 - n33 * n14,
t9 = n13 * n44 - n43 * n14,
t10 = n23 * n34 - n33 * n24,
t11 = n23 * n44 - n43 * n24,
t12 = n33 * n44 - n43 * n34;
const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
const detInv = 1 / det;
te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
return this;
}
/**
* Scales each of the first three columns of this matrix by the corresponding component of the given vector.
*
* @param {Vector3} v - The scale vector.
* @return {Matrix4} A reference to this matrix.
*/
scale( v ) {
const te = this.elements;
const x = v.x, y = v.y, z = v.z;
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
return this;
}
/**
* Gets the maximum scale value of the three axes.
*
* @return {number} The maximum scale.
*/
getMaxScaleOnAxis() {
const te = this.elements;
const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
}
/**
* Sets this matrix as a translation transform from the given vector.
*
* @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
* @param {number} y - The amount to translate in the Y axis.
* @param {number} z - The amount to translate in the z axis.
* @return {Matrix4} A reference to this matrix.
*/
makeTranslation( x, y, z ) {
if ( x.isVector3 ) {
this.set(
1, 0, 0, x.x,
0, 1, 0, x.y,
0, 0, 1, x.z,
0, 0, 0, 1
);
} else {
this.set(
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
);
}
return this;
}
/**
* Sets this matrix as a rotational transformation around the X axis by
* the given angle.
*
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationX( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
1, 0, 0, 0,
0, c, - s, 0,
0, s, c, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix as a rotational transformation around the Y axis by
* the given angle.
*
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationY( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix as a rotational transformation around the Z axis by
* the given angle.
*
* @param {number} theta - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationZ( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, - s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix as a rotational transformation around the given axis by
* the given angle.
*
* @param {Vector3} axis - The normalized rotation axis.
* @param {number} angle - The rotation in radians.
* @return {Matrix4} A reference to this matrix.
*/
makeRotationAxis( axis, angle ) {
const c = Math.cos( angle );
const s = Math.sin( angle );
const t = 1 - c;
const x = axis.x, y = axis.y, z = axis.z;
const tx = t * x, ty = t * y;
this.set(
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix as a scale transformation.
*
* @param {number} x - The amount to scale in the X axis.
* @param {number} y - The amount to scale in the Y axis.
* @param {number} z - The amount to scale in the Z axis.
* @return {Matrix4} A reference to this matrix.
*/
makeScale( x, y, z ) {
this.set(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix as a shear transformation.
*
* @param {number} xy - The amount to shear X by Y.
* @param {number} xz - The amount to shear X by Z.
* @param {number} yx - The amount to shear Y by X.
* @param {number} yz - The amount to shear Y by Z.
* @param {number} zx - The amount to shear Z by X.
* @param {number} zy - The amount to shear Z by Y.
* @return {Matrix4} A reference to this matrix.
*/
makeShear( xy, xz, yx, yz, zx, zy ) {
this.set(
1, yx, zx, 0,
xy, 1, zy, 0,
xz, yz, 1, 0,
0, 0, 0, 1
);
return this;
}
/**
* Sets this matrix to the transformation composed of the given position,
* rotation (Quaternion) and scale.
*
* @param {Vector3} position - The position vector.
* @param {Quaternion} quaternion - The rotation as a Quaternion.
* @param {Vector3} scale - The scale vector.
* @return {Matrix4} A reference to this matrix.
*/
compose( position, quaternion, scale ) {
const te = this.elements;
const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
const sx = scale.x, sy = scale.y, sz = scale.z;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
te[ 1 ] = ( xy + wz ) * sx;
te[ 2 ] = ( xz - wy ) * sx;
te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy;
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
te[ 6 ] = ( yz + wx ) * sy;
te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz;
te[ 9 ] = ( yz - wx ) * sz;
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
te[ 11 ] = 0;
te[ 12 ] = position.x;
te[ 13 ] = position.y;
te[ 14 ] = position.z;
te[ 15 ] = 1;
return this;
}
/**
* Decomposes this matrix into its position, rotation and scale components
* and provides the result in the given objects.
*
* Note: Not all matrices are decomposable in this way. For example, if an
* object has a non-uniformly scaled parent, then the object's world matrix
* may not be decomposable, and this method may not be appropriate.
*
* @param {Vector3} position - The position vector.
* @param {Quaternion} quaternion - The rotation as a Quaternion.
* @param {Vector3} scale - The scale vector.
* @return {Matrix4} A reference to this matrix.
*/
decompose( position, quaternion, scale ) {
const te = this.elements;
position.x = te[ 12 ];
position.y = te[ 13 ];
position.z = te[ 14 ];
const det = this.determinantAffine();
if ( det === 0 ) {
scale.set( 1, 1, 1 );
quaternion.identity();
return this;
}
let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
// if determinant is negative, we need to invert one scale
if ( det < 0 ) sx = - sx;
// scale the rotation part
_m1$2.copy( this );
const invSX = 1 / sx;
const invSY = 1 / sy;
const invSZ = 1 / sz;
_m1$2.elements[ 0 ] *= invSX;
_m1$2.elements[ 1 ] *= invSX;
_m1$2.elements[ 2 ] *= invSX;
_m1$2.elements[ 4 ] *= invSY;
_m1$2.elements[ 5 ] *= invSY;
_m1$2.elements[ 6 ] *= invSY;
_m1$2.elements[ 8 ] *= invSZ;
_m1$2.elements[ 9 ] *= invSZ;
_m1$2.elements[ 10 ] *= invSZ;
quaternion.setFromRotationMatrix( _m1$2 );
scale.x = sx;
scale.y = sy;
scale.z = sz;
return this;
}
/**
* Creates a perspective projection matrix. This is used internally by
* {@link PerspectiveCamera#updateProjectionMatrix}.
* @param {number} left - Left boundary of the viewing frustum at the near plane.
* @param {number} right - Right boundary of the viewing frustum at the near plane.
* @param {number} top - Top boundary of the viewing frustum at the near plane.
* @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
* @param {number} near - The distance from the camera to the near plane.
* @param {number} far - The distance from the camera to the far plane.
* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
* @return {Matrix4} A reference to this matrix.
*/
makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
const te = this.elements;
const x = 2 * near / ( right - left );
const y = 2 * near / ( top - bottom );
const a = ( right + left ) / ( right - left );
const b = ( top + bottom ) / ( top - bottom );
let c, d;
if ( reversedDepth ) {
c = near / ( far - near );
d = ( far * near ) / ( far - near );
} else {
if ( coordinateSystem === WebGLCoordinateSystem ) {
c = - ( far + near ) / ( far - near );
d = ( -2 * far * near ) / ( far - near );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
c = - far / ( far - near );
d = ( - far * near ) / ( far - near );
} else {
throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
}
}
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
return this;
}
/**
* Creates a orthographic projection matrix. This is used internally by
* {@link OrthographicCamera#updateProjectionMatrix}.
* @param {number} left - Left boundary of the viewing frustum at the near plane.
* @param {number} right - Right boundary of the viewing frustum at the near plane.
* @param {number} top - Top boundary of the viewing frustum at the near plane.
* @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
* @param {number} near - The distance from the camera to the near plane.
* @param {number} far - The distance from the camera to the far plane.
* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
* @return {Matrix4} A reference to this matrix.
*/
makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
const te = this.elements;
const x = 2 / ( right - left );
const y = 2 / ( top - bottom );
const a = - ( right + left ) / ( right - left );
const b = - ( top + bottom ) / ( top - bottom );
let c, d;
if ( reversedDepth ) {
c = 1 / ( far - near );
d = far / ( far - near );
} else {
if ( coordinateSystem === WebGLCoordinateSystem ) {
c = -2 / ( far - near );
d = - ( far + near ) / ( far - near );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
c = -1 / ( far - near );
d = - near / ( far - near );
} else {
throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
}
}
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
return this;
}
/**
* Returns `true` if this matrix is equal with the given one.
*
* @param {Matrix4} matrix - The matrix to test for equality.
* @return {boolean} Whether this matrix is equal with the given one.
*/
equals( matrix ) {
const te = this.elements;
const me = matrix.elements;
for ( let i = 0; i < 16; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
}
/**
* Sets the elements of the matrix from the given array.
*
* @param {Array<number>} array - The matrix elements in column-major order.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Matrix4} A reference to this matrix.
*/
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 16; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
/**
* Writes the elements of this matrix to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The matrix elements in column-major order.
*/
toArray( array = [], offset = 0 ) {
const te = this.elements;
array[ offset ] = te[ 0 ];
array[ offset + 1 ] = te[ 1 ];
array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ];
array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ];
array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ];
array[ offset + 9 ] = te[ 9 ];
array[ offset + 10 ] = te[ 10 ];
array[ offset + 11 ] = te[ 11 ];
array[ offset + 12 ] = te[ 12 ];
array[ offset + 13 ] = te[ 13 ];
array[ offset + 14 ] = te[ 14 ];
array[ offset + 15 ] = te[ 15 ];
return array;
}
}
const _v1$7 = /*@__PURE__*/ new Vector3();
const _m1$2 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();
const _matrix$2 = /*@__PURE__*/ new Matrix4();
const _quaternion$4 = /*@__PURE__*/ new Quaternion();
/**
* A class representing Euler angles.
*
* Euler angles describe a rotational transformation by rotating an object on
* its various axes in specified amounts per axis, and a specified axis
* order.
*
* Iterating through an instance will yield its components (x, y, z,
* order) in the corresponding order.
*
* ```js
* const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
* const b = new THREE.Vector3( 1, 0, 1 );
* b.applyEuler(a);
* ```
*/
class Euler {
/**
* Constructs a new euler instance.
*
* @param {number} [x=0] - The angle of the x axis in radians.
* @param {number} [y=0] - The angle of the y axis in radians.
* @param {number} [z=0] - The angle of the z axis in radians.
* @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
*/
constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isEuler = true;
this._x = x;
this._y = y;
this._z = z;
this._order = order;
}
/**
* The angle of the x axis in radians.
*
* @type {number}
* @default 0
*/
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
/**
* The angle of the y axis in radians.
*
* @type {number}
* @default 0
*/
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
/**
* The angle of the z axis in radians.
*
* @type {number}
* @default 0
*/
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
/**
* A string representing the order that the rotations are applied.
*
* @type {string}
* @default 'XYZ'
*/
get order() {
return this._order;
}
set order( value ) {
this._order = value;
this._onChangeCallback();
}
/**
* Sets the Euler components.
*
* @param {number} x - The angle of the x axis in radians.
* @param {number} y - The angle of the y axis in radians.
* @param {number} z - The angle of the z axis in radians.
* @param {string} [order] - A string representing the order that the rotations are applied.
* @return {Euler} A reference to this Euler instance.
*/
set( x, y, z, order = this._order ) {
this._x = x;
this._y = y;
this._z = z;
this._order = order;
this._onChangeCallback();
return this;
}
/**
* Returns a new Euler instance with copied values from this instance.
*
* @return {Euler} A clone of this instance.
*/
clone() {
return new this.constructor( this._x, this._y, this._z, this._order );
}
/**
* Copies the values of the given Euler instance to this instance.
*
* @param {Euler} euler - The Euler instance to copy.
* @return {Euler} A reference to this Euler instance.
*/
copy( euler ) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this._onChangeCallback();
return this;
}
/**
* Sets the angles of this Euler instance from a pure rotation matrix.
*
* @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
* @param {string} [order] - A string representing the order that the rotations are applied.
* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
* @return {Euler} A reference to this Euler instance.
*/
setFromRotationMatrix( m, order = this._order, update = true ) {
const te = m.elements;
const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
switch ( order ) {
case 'XYZ':
this._y = Math.asin( clamp( m13, -1, 1 ) );
if ( Math.abs( m13 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m33 );
this._z = Math.atan2( - m12, m11 );
} else {
this._x = Math.atan2( m32, m22 );
this._z = 0;
}
break;
case 'YXZ':
this._x = Math.asin( - clamp( m23, -1, 1 ) );
if ( Math.abs( m23 ) < 0.9999999 ) {
this._y = Math.atan2( m13, m33 );
this._z = Math.atan2( m21, m22 );
} else {
this._y = Math.atan2( - m31, m11 );
this._z = 0;
}
break;
case 'ZXY':
this._x = Math.asin( clamp( m32, -1, 1 ) );
if ( Math.abs( m32 ) < 0.9999999 ) {
this._y = Math.atan2( - m31, m33 );
this._z = Math.atan2( - m12, m22 );
} else {
this._y = 0;
this._z = Math.atan2( m21, m11 );
}
break;
case 'ZYX':
this._y = Math.asin( - clamp( m31, -1, 1 ) );
if ( Math.abs( m31 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m33 );
this._z = Math.atan2( m21, m11 );
} else {
this._x = 0;
this._z = Math.atan2( - m12, m22 );
}
break;
case 'YZX':
this._z = Math.asin( clamp( m21, -1, 1 ) );
if ( Math.abs( m21 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m22 );
this._y = Math.atan2( - m31, m11 );
} else {
this._x = 0;
this._y = Math.atan2( m13, m33 );
}
break;
case 'XZY':
this._z = Math.asin( - clamp( m12, -1, 1 ) );
if ( Math.abs( m12 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m22 );
this._y = Math.atan2( m13, m11 );
} else {
this._x = Math.atan2( - m23, m33 );
this._y = 0;
}
break;
default:
warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
}
this._order = order;
if ( update === true ) this._onChangeCallback();
return this;
}
/**
* Sets the angles of this Euler instance from a normalized quaternion.
*
* @param {Quaternion} q - A normalized Quaternion.
* @param {string} [order] - A string representing the order that the rotations are applied.
* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
* @return {Euler} A reference to this Euler instance.
*/
setFromQuaternion( q, order, update ) {
_matrix$2.makeRotationFromQuaternion( q );
return this.setFromRotationMatrix( _matrix$2, order, update );
}
/**
* Sets the angles of this Euler instance from the given vector.
*
* @param {Vector3} v - The vector.
* @param {string} [order] - A string representing the order that the rotations are applied.
* @return {Euler} A reference to this Euler instance.
*/
setFromVector3( v, order = this._order ) {
return this.set( v.x, v.y, v.z, order );
}
/**
* Resets the euler angle with a new order by creating a quaternion from this
* euler angle and then setting this euler angle with the quaternion and the
* new order.
*
* Warning: This discards revolution information.
*
* @param {string} [newOrder] - A string representing the new order that the rotations are applied.
* @return {Euler} A reference to this Euler instance.
*/
reorder( newOrder ) {
_quaternion$4.setFromEuler( this );
return this.setFromQuaternion( _quaternion$4, newOrder );
}
/**
* Returns `true` if this Euler instance is equal with the given one.
*
* @param {Euler} euler - The Euler instance to test for equality.
* @return {boolean} Whether this Euler instance is equal with the given one.
*/
equals( euler ) {
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
}
/**
* Sets this Euler instance's components to values from the given array. The first three
* entries of the array are assign to the x,y and z components. An optional fourth entry
* defines the Euler order.
*
* @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
* @return {Euler} A reference to this Euler instance.
*/
fromArray( array ) {
this._x = array[ 0 ];
this._y = array[ 1 ];
this._z = array[ 2 ];
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
this._onChangeCallback();
return this;
}
/**
* Writes the components of this Euler instance to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number,number,number,string>} The Euler components.
*/
toArray( array = [], offset = 0 ) {
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._order;
return array;
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._order;
}
}
/**
* The default Euler angle order.
*
* @static
* @type {string}
* @default 'XYZ'
*/
Euler.DEFAULT_ORDER = 'XYZ';
/**
* A layers object assigns an 3D object to 1 or more of 32
* layers numbered `0` to `31` - internally the layers are stored as a
* bit mask], and by default all 3D objects are a member of layer `0`.
*
* This can be used to control visibility - an object must share a layer with
* a camera to be visible when that camera's view is
* rendered.
*
* All classes that inherit from {@link Object3D} have an `layers` property which
* is an instance of this class.
*/
class Layers {
/**
* Constructs a new layers instance, with membership
* initially set to layer `0`.
*/
constructor() {
/**
* A bit mask storing which of the 32 layers this layers object is currently
* a member of.
*
* @type {number}
*/
this.mask = 1 | 0;
}
/**
* Sets membership to the given layer, and remove membership all other layers.
*
* @param {number} layer - The layer to set.
*/
set( layer ) {
this.mask = ( 1 << layer | 0 ) >>> 0;
}
/**
* Adds membership of the given layer.
*
* @param {number} layer - The layer to enable.
*/
enable( layer ) {
this.mask |= 1 << layer | 0;
}
/**
* Adds membership to all layers.
*/
enableAll() {
this.mask = 0xffffffff | 0;
}
/**
* Toggles the membership of the given layer.
*
* @param {number} layer - The layer to toggle.
*/
toggle( layer ) {
this.mask ^= 1 << layer | 0;
}
/**
* Removes membership of the given layer.
*
* @param {number} layer - The layer to enable.
*/
disable( layer ) {
this.mask &= ~ ( 1 << layer | 0 );
}
/**
* Removes the membership from all layers.
*/
disableAll() {
this.mask = 0;
}
/**
* Returns `true` if this and the given layers object have at least one
* layer in common.
*
* @param {Layers} layers - The layers to test.
* @return {boolean } Whether this and the given layers object have at least one layer in common or not.
*/
test( layers ) {
return ( this.mask & layers.mask ) !== 0;
}
/**
* Returns `true` if the given layer is enabled.
*
* @param {number} layer - The layer to test.
* @return {boolean } Whether the given layer is enabled or not.
*/
isEnabled( layer ) {
return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
}
}
let _object3DId = 0;
const _v1$6 = /*@__PURE__*/ new Vector3();
const _q1 = /*@__PURE__*/ new Quaternion();
const _m1$1 = /*@__PURE__*/ new Matrix4();
const _target = /*@__PURE__*/ new Vector3();
const _position$4 = /*@__PURE__*/ new Vector3();
const _scale$3 = /*@__PURE__*/ new Vector3();
const _quaternion$3 = /*@__PURE__*/ new Quaternion();
const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
/**
* Fires when the object has been added to its parent object.
*
* @event Object3D#added
* @type {Object}
*/
const _addedEvent = { type: 'added' };
/**
* Fires when the object has been removed from its parent object.
*
* @event Object3D#removed
* @type {Object}
*/
const _removedEvent = { type: 'removed' };
/**
* Fires when a new child object has been added.
*
* @event Object3D#childadded
* @type {Object}
*/
const _childaddedEvent = { type: 'childadded', child: null };
/**
* Fires when a child object has been removed.
*
* @event Object3D#childremoved
* @type {Object}
*/
const _childremovedEvent = { type: 'childremoved', child: null };
/**
* This is the base class for most objects in three.js and provides a set of
* properties and methods for manipulating objects in 3D space.
*
* @augments EventDispatcher
*/
class Object3D extends EventDispatcher {
/**
* Constructs a new 3D object.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isObject3D = true;
/**
* The ID of the 3D object.
*
* @name Object3D#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
/**
* The UUID of the 3D object.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The name of the 3D object.
*
* @type {string}
*/
this.name = '';
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'Object3D';
/**
* A reference to the parent object.
*
* @type {?Object3D}
* @default null
*/
this.parent = null;
/**
* An array holding the child 3D objects of this instance.
*
* @type {Array<Object3D>}
*/
this.children = [];
/**
* Defines the `up` direction of the 3D object which influences
* the orientation via methods like {@link Object3D#lookAt}.
*
* The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
*
* @type {Vector3}
*/
this.up = Object3D.DEFAULT_UP.clone();
const position = new Vector3();
const rotation = new Euler();
const quaternion = new Quaternion();
const scale = new Vector3( 1, 1, 1 );
function onRotationChange() {
quaternion.setFromEuler( rotation, false );
}
function onQuaternionChange() {
rotation.setFromQuaternion( quaternion, undefined, false );
}
rotation._onChange( onRotationChange );
quaternion._onChange( onQuaternionChange );
Object.defineProperties( this, {
/**
* Represents the object's local position.
*
* @name Object3D#position
* @type {Vector3}
* @default (0,0,0)
*/
position: {
configurable: true,
enumerable: true,
value: position
},
/**
* Represents the object's local rotation as Euler angles, in radians.
*
* @name Object3D#rotation
* @type {Euler}
* @default (0,0,0)
*/
rotation: {
configurable: true,
enumerable: true,
value: rotation
},
/**
* Represents the object's local rotation as Quaternions.
*
* @name Object3D#quaternion
* @type {Quaternion}
*/
quaternion: {
configurable: true,
enumerable: true,
value: quaternion
},
/**
* Represents the object's local scale.
*
* @name Object3D#scale
* @type {Vector3}
* @default (1,1,1)
*/
scale: {
configurable: true,
enumerable: true,
value: scale
},
/**
* Represents the object's model-view matrix.
*
* @name Object3D#modelViewMatrix
* @type {Matrix4}
*/
modelViewMatrix: {
value: new Matrix4()
},
/**
* Represents the object's normal matrix.
*
* @name Object3D#normalMatrix
* @type {Matrix3}
*/
normalMatrix: {
value: new Matrix3()
}
} );
/**
* Represents the object's transformation matrix in local space.
*
* @type {Matrix4}
*/
this.matrix = new Matrix4();
/**
* Represents the object's transformation matrix in world space.
* If the 3D object has no parent, then it's identical to the local transformation matrix
*
* @type {Matrix4}
*/
this.matrixWorld = new Matrix4();
/**
* When set to `true`, the engine automatically computes the local matrix from position,
* rotation and scale every frame. If set to `false`, the app is responsible for recomputing
* the local matrix by calling `updateMatrix()`.
*
* The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
*
* @type {boolean}
* @default true
*/
this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
/**
* When set to `true`, the engine automatically computes the world matrix from the current local
* matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
* recomputing the world matrix by directly updating the `matrixWorld` property.
*
* The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
*
* @type {boolean}
* @default true
*/
this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
/**
* When set to `true`, it calculates the world matrix in that frame and resets this property
* to `false`.
*
* @type {boolean}
* @default false
*/
this.matrixWorldNeedsUpdate = false;
/**
* The layer membership of the 3D object. The 3D object is only visible if it has
* at least one layer in common with the camera in use. This property can also be
* used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
*
* @type {Layers}
*/
this.layers = new Layers();
/**
* When set to `true`, the 3D object gets rendered.
*
* @type {boolean}
* @default true
*/
this.visible = true;
/**
* When set to `true`, the 3D object gets rendered into shadow maps.
*
* @type {boolean}
* @default false
*/
this.castShadow = false;
/**
* When set to `true`, the 3D object is affected by shadows in the scene.
*
* @type {boolean}
* @default false
*/
this.receiveShadow = false;
/**
* When set to `true`, the 3D object is honored by view frustum culling.
*
* @type {boolean}
* @default true
*/
this.frustumCulled = true;
/**
* This value allows the default rendering order of scene graph objects to be
* overridden although opaque and transparent objects remain sorted independently.
* When this property is set for an instance of {@link Group},all descendants
* objects will be sorted and rendered together. Sorting is from lowest to highest
* render order.
*
* @type {number}
* @default 0
*/
this.renderOrder = 0;
/**
* An array holding the animation clips of the 3D object.
*
* @type {Array<AnimationClip>}
*/
this.animations = [];
/**
* Custom depth material to be used when rendering to the depth map. Can only be used
* in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
* if you are modifying vertex positions in the vertex shader you must specify a custom depth
* material for proper shadows.
*
* Only relevant in context of {@link WebGLRenderer}.
*
* @type {(Material|undefined)}
* @default undefined
*/
this.customDepthMaterial = undefined;
/**
* Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
*
* Only relevant in context of {@link WebGLRenderer}.
*
* @type {(Material|undefined)}
* @default undefined
*/
this.customDistanceMaterial = undefined;
/**
* Whether the 3D object is supposed to be static or not. If set to `true`, it means
* the 3D object is not going to be changed after the initial renderer. This includes
* geometry and material settings. A static 3D object can be processed by the renderer
* slightly faster since certain state checks can be bypassed.
*
* Only relevant in context of {@link WebGPURenderer}.
*
* @type {boolean}
* @default false
*/
this.static = false;
/**
* An object that can be used to store custom data about the 3D object. It
* should not hold references to functions as these will not be cloned.
*
* @type {Object}
*/
this.userData = {};
/**
* The pivot point for rotation and scale transformations.
* When set, rotation and scale are applied around this point
* instead of the object's origin.
*
* @type {?Vector3}
* @default null
*/
this.pivot = null;
}
/**
* A callback that is executed immediately before a 3D object is rendered to a shadow map.
*
* @param {Renderer|WebGLRenderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {Camera} shadowCamera - The shadow camera.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} depthMaterial - The depth material.
* @param {Object} group - The geometry group data.
*/
onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
/**
* A callback that is executed immediately after a 3D object is rendered to a shadow map.
*
* @param {Renderer|WebGLRenderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {Camera} shadowCamera - The shadow camera.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} depthMaterial - The depth material.
* @param {Object} group - The geometry group data.
*/
onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
/**
* A callback that is executed immediately before a 3D object is rendered.
*
* @param {Renderer|WebGLRenderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} material - The 3D object's material.
* @param {Object} group - The geometry group data.
*/
onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
/**
* A callback that is executed immediately after a 3D object is rendered.
*
* @param {Renderer|WebGLRenderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} material - The 3D object's material.
* @param {Object} group - The geometry group data.
*/
onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
/**
* Applies the given transformation matrix to the object and updates the object's position,
* rotation and scale.
*
* @param {Matrix4} matrix - The transformation matrix.
*/
applyMatrix4( matrix ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
this.matrix.premultiply( matrix );
this.matrix.decompose( this.position, this.quaternion, this.scale );
}
/**
* Applies a rotation represented by given the quaternion to the 3D object.
*
* @param {Quaternion} q - The quaternion.
* @return {Object3D} A reference to this instance.
*/
applyQuaternion( q ) {
this.quaternion.premultiply( q );
return this;
}
/**
* Sets the given rotation represented as an axis/angle couple to the 3D object.
*
* @param {Vector3} axis - The (normalized) axis vector.
* @param {number} angle - The angle in radians.
*/
setRotationFromAxisAngle( axis, angle ) {
// assumes axis is normalized
this.quaternion.setFromAxisAngle( axis, angle );
}
/**
* Sets the given rotation represented as Euler angles to the 3D object.
*
* @param {Euler} euler - The Euler angles.
*/
setRotationFromEuler( euler ) {
this.quaternion.setFromEuler( euler, true );
}
/**
* Sets the given rotation represented as rotation matrix to the 3D object.
*
* @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
* a pure rotation matrix (i.e, unscaled).
*/
setRotationFromMatrix( m ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
this.quaternion.setFromRotationMatrix( m );
}
/**
* Sets the given rotation represented as a Quaternion to the 3D object.
*
* @param {Quaternion} q - The Quaternion
*/
setRotationFromQuaternion( q ) {
// assumes q is normalized
this.quaternion.copy( q );
}
/**
* Rotates the 3D object along an axis in local space.
*
* @param {Vector3} axis - The (normalized) axis vector.
* @param {number} angle - The angle in radians.
* @return {Object3D} A reference to this instance.
*/
rotateOnAxis( axis, angle ) {
// rotate object on axis in object space
// axis is assumed to be normalized
_q1.setFromAxisAngle( axis, angle );
this.quaternion.multiply( _q1 );
return this;
}
/**
* Rotates the 3D object along an axis in world space.
*
* @param {Vector3} axis - The (normalized) axis vector.
* @param {number} angle - The angle in radians.
* @return {Object3D} A reference to this instance.
*/
rotateOnWorldAxis( axis, angle ) {
// rotate object on axis in world space
// axis is assumed to be normalized
// method assumes no rotated parent
_q1.setFromAxisAngle( axis, angle );
this.quaternion.premultiply( _q1 );
return this;
}
/**
* Rotates the 3D object around its X axis in local space.
*
* @param {number} angle - The angle in radians.
* @return {Object3D} A reference to this instance.
*/
rotateX( angle ) {
return this.rotateOnAxis( _xAxis, angle );
}
/**
* Rotates the 3D object around its Y axis in local space.
*
* @param {number} angle - The angle in radians.
* @return {Object3D} A reference to this instance.
*/
rotateY( angle ) {
return this.rotateOnAxis( _yAxis, angle );
}
/**
* Rotates the 3D object around its Z axis in local space.
*
* @param {number} angle - The angle in radians.
* @return {Object3D} A reference to this instance.
*/
rotateZ( angle ) {
return this.rotateOnAxis( _zAxis, angle );
}
/**
* Translate the 3D object by a distance along the given axis in local space.
*
* @param {Vector3} axis - The (normalized) axis vector.
* @param {number} distance - The distance in world units.
* @return {Object3D} A reference to this instance.
*/
translateOnAxis( axis, distance ) {
// translate object by distance along axis in object space
// axis is assumed to be normalized
_v1$6.copy( axis ).applyQuaternion( this.quaternion );
this.position.add( _v1$6.multiplyScalar( distance ) );
return this;
}
/**
* Translate the 3D object by a distance along its X-axis in local space.
*
* @param {number} distance - The distance in world units.
* @return {Object3D} A reference to this instance.
*/
translateX( distance ) {
return this.translateOnAxis( _xAxis, distance );
}
/**
* Translate the 3D object by a distance along its Y-axis in local space.
*
* @param {number} distance - The distance in world units.
* @return {Object3D} A reference to this instance.
*/
translateY( distance ) {
return this.translateOnAxis( _yAxis, distance );
}
/**
* Translate the 3D object by a distance along its Z-axis in local space.
*
* @param {number} distance - The distance in world units.
* @return {Object3D} A reference to this instance.
*/
translateZ( distance ) {
return this.translateOnAxis( _zAxis, distance );
}
/**
* Converts the given vector from this 3D object's local space to world space.
*
* @param {Vector3} vector - The vector to convert.
* @return {Vector3} The converted vector.
*/
localToWorld( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( this.matrixWorld );
}
/**
* Converts the given vector from this 3D object's world space to local space.
*
* @param {Vector3} vector - The vector to convert.
* @return {Vector3} The converted vector.
*/
worldToLocal( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
}
/**
* Rotates the object to face a point in world space.
*
* This method does not support objects having non-uniformly-scaled parent(s).
*
* @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
* @param {number} [y] - The y coordinate in world space.
* @param {number} [z] - The z coordinate in world space.
*/
lookAt( x, y, z ) {
// This method does not support objects having non-uniformly-scaled parent(s)
if ( x.isVector3 ) {
_target.copy( x );
} else {
_target.set( x, y, z );
}
const parent = this.parent;
this.updateWorldMatrix( true, false );
_position$4.setFromMatrixPosition( this.matrixWorld );
if ( this.isCamera || this.isLight ) {
_m1$1.lookAt( _position$4, _target, this.up );
} else {
_m1$1.lookAt( _target, _position$4, this.up );
}
this.quaternion.setFromRotationMatrix( _m1$1 );
if ( parent ) {
_m1$1.extractRotation( parent.matrixWorld );
_q1.setFromRotationMatrix( _m1$1 );
this.quaternion.premultiply( _q1.invert() );
}
}
/**
* Adds the given 3D object as a child to this 3D object. An arbitrary number of
* objects may be added. Any current parent on an object passed in here will be
* removed, since an object can have at most one parent.
*
* @fires Object3D#added
* @fires Object3D#childadded
* @param {Object3D} object - The 3D object to add.
* @return {Object3D} A reference to this instance.
*/
add( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.add( arguments[ i ] );
}
return this;
}
if ( object === this ) {
error( 'Object3D.add: object can\'t be added as a child of itself.', object );
return this;
}
if ( object && object.isObject3D ) {
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
} else {
error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
}
return this;
}
/**
* Removes the given 3D object as child from this 3D object.
* An arbitrary number of objects may be removed.
*
* @fires Object3D#removed
* @fires Object3D#childremoved
* @param {Object3D} object - The 3D object to remove.
* @return {Object3D} A reference to this instance.
*/
remove( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.remove( arguments[ i ] );
}
return this;
}
const index = this.children.indexOf( object );
if ( index !== -1 ) {
object.parent = null;
this.children.splice( index, 1 );
object.dispatchEvent( _removedEvent );
_childremovedEvent.child = object;
this.dispatchEvent( _childremovedEvent );
_childremovedEvent.child = null;
}
return this;
}
/**
* Removes this 3D object from its current parent.
*
* @fires Object3D#removed
* @fires Object3D#childremoved
* @return {Object3D} A reference to this instance.
*/
removeFromParent() {
const parent = this.parent;
if ( parent !== null ) {
parent.remove( this );
}
return this;
}
/**
* Removes all child objects.
*
* @fires Object3D#removed
* @fires Object3D#childremoved
* @return {Object3D} A reference to this instance.
*/
clear() {
return this.remove( ... this.children );
}
/**
* Adds the given 3D object as a child of this 3D object, while maintaining the object's world
* transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
*
* @fires Object3D#added
* @fires Object3D#childadded
* @param {Object3D} object - The 3D object to attach.
* @return {Object3D} A reference to this instance.
*/
attach( object ) {
// adds object as a child of this, while maintaining the object's world transform
// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
this.updateWorldMatrix( true, false );
_m1$1.copy( this.matrixWorld ).invert();
if ( object.parent !== null ) {
object.parent.updateWorldMatrix( true, false );
_m1$1.multiply( object.parent.matrixWorld );
}
object.applyMatrix4( _m1$1 );
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.updateWorldMatrix( false, true );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
return this;
}
/**
* Searches through the 3D object and its children, starting with the 3D object
* itself, and returns the first with a matching ID.
*
* @param {number} id - The id.
* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
*/
getObjectById( id ) {
return this.getObjectByProperty( 'id', id );
}
/**
* Searches through the 3D object and its children, starting with the 3D object
* itself, and returns the first with a matching name.
*
* @param {string} name - The name.
* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
*/
getObjectByName( name ) {
return this.getObjectByProperty( 'name', name );
}
/**
* Searches through the 3D object and its children, starting with the 3D object
* itself, and returns the first with a matching property value.
*
* @param {string} name - The name of the property.
* @param {any} value - The value.
* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
*/
getObjectByProperty( name, value ) {
if ( this[ name ] === value ) return this;
for ( let i = 0, l = this.children.length; i < l; i ++ ) {
const child = this.children[ i ];
const object = child.getObjectByProperty( name, value );
if ( object !== undefined ) {
return object;
}
}
return undefined;
}
/**
* Searches through the 3D object and its children, starting with the 3D object
* itself, and returns all 3D objects with a matching property value.
*
* @param {string} name - The name of the property.
* @param {any} value - The value.
* @param {Array<Object3D>} result - The method stores the result in this array.
* @return {Array<Object3D>} The found 3D objects.
*/
getObjectsByProperty( name, value, result = [] ) {
if ( this[ name ] === value ) result.push( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].getObjectsByProperty( name, value, result );
}
return result;
}
/**
* Returns a vector representing the position of the 3D object in world space.
*
* @param {Vector3} target - The target vector the result is stored to.
* @return {Vector3} The 3D object's position in world space.
*/
getWorldPosition( target ) {
this.updateWorldMatrix( true, false );
return target.setFromMatrixPosition( this.matrixWorld );
}
/**
* Returns a Quaternion representing the position of the 3D object in world space.
*
* @param {Quaternion} target - The target Quaternion the result is stored to.
* @return {Quaternion} The 3D object's rotation in world space.
*/
getWorldQuaternion( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$4, target, _scale$3 );
return target;
}
/**
* Returns a vector representing the scale of the 3D object in world space.
*
* @param {Vector3} target - The target vector the result is stored to.
* @return {Vector3} The 3D object's scale in world space.
*/
getWorldScale( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$4, _quaternion$3, target );
return target;
}
/**
* Returns a vector representing the ("look") direction of the 3D object in world space.
*
* @param {Vector3} target - The target vector the result is stored to.
* @return {Vector3} The 3D object's direction in world space.
*/
getWorldDirection( target ) {
this.updateWorldMatrix( true, false );
const e = this.matrixWorld.elements;
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
}
/**
* Abstract method to get intersections between a casted ray and this
* 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
* implement this method in order to use raycasting.
*
* @abstract
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - An array holding the result of the method.
*/
raycast( /* raycaster, intersects */ ) {}
/**
* Abstract method to test whether this 3D object intersects the given frustum.
* Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
* implement this method in order to use frustum culling.
*
* @abstract
* @param {Frustum|FrustumArray} frustum - The frustum to test.
* @return {boolean|undefined} Whether this 3D object intersects the given frustum or not.
*/
intersectsFrustum( /* frustum */ ) {}
/**
* Executes the callback on this 3D object and all descendants.
*
* Note: Modifying the scene graph inside the callback is discouraged.
*
* @param {Function} callback - A callback function that allows to process the current 3D object.
*/
traverse( callback ) {
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverse( callback );
}
}
/**
* Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
* Descendants of invisible 3D objects are not traversed.
*
* Note: Modifying the scene graph inside the callback is discouraged.
*
* @param {Function} callback - A callback function that allows to process the current 3D object.
*/
traverseVisible( callback ) {
if ( this.visible === false ) return;
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverseVisible( callback );
}
}
/**
* Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
*
* Note: Modifying the scene graph inside the callback is discouraged.
*
* @param {Function} callback - A callback function that allows to process the current 3D object.
*/
traverseAncestors( callback ) {
const parent = this.parent;
if ( parent !== null ) {
callback( parent );
parent.traverseAncestors( callback );
}
}
/**
* Updates the transformation matrix in local space by computing it from the current
* position, rotation and scale values.
*/
updateMatrix() {
this.matrix.compose( this.position, this.quaternion, this.scale );
const pivot = this.pivot;
if ( pivot !== null ) {
const px = pivot.x, py = pivot.y, pz = pivot.z;
const te = this.matrix.elements;
te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
}
this.matrixWorldNeedsUpdate = true;
}
/**
* Updates the transformation matrix in world space of this 3D objects and its descendants.
*
* To ensure correct results, this method also recomputes the 3D object's transformation matrix in
* local space. The computation of the local and world matrix can be controlled with the
* {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
* `true` by default. Set these flags to `false` if you need more control over the update matrix process.
*
* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
* when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
*/
updateMatrixWorld( force ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// make sure descendants are updated if required
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateMatrixWorld( force );
}
}
/**
* An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
* update of ancestor and descendant nodes.
*
* @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
* @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
* when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
*/
updateWorldMatrix( updateParents, updateChildren, force = false ) {
const parent = this.parent;
if ( updateParents === true && parent !== null ) {
parent.updateWorldMatrix( true, false );
}
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// make sure descendants are updated
if ( updateChildren === true ) {
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateWorldMatrix( false, true, force );
}
}
}
/**
* Serializes the 3D object into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized 3D object.
* @see {@link ObjectLoader#parse}
*/
toJSON( meta ) {
// meta is a string when called from JSON.stringify
const isRootObject = ( meta === undefined || typeof meta === 'string' );
const output = {};
// meta is a hash used to collect geometries, materials.
// not providing it implies that this is the root object
// being serialized.
if ( isRootObject ) {
// initialize meta obj
meta = {
geometries: {},
materials: {},
textures: {},
images: {},
shapes: {},
skeletons: {},
animations: {},
nodes: {}
};
output.metadata = {
version: 4.7,
type: 'Object',
generator: 'Object3D.toJSON'
};
}
// standard Object3D serialization
const object = {};
object.uuid = this.uuid;
object.type = this.type;
object.name = this.name;
object.castShadow = this.castShadow;
object.receiveShadow = this.receiveShadow;
object.visible = this.visible;
object.frustumCulled = this.frustumCulled;
object.renderOrder = this.renderOrder;
object.static = this.static;
object.matrixAutoUpdate = this.matrixAutoUpdate;
if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
object.layers = this.layers.mask;
object.matrix = this.matrix.toArray();
object.up = this.up.toArray();
if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
// object specific properties
if ( this.isInstancedMesh ) {
object.type = 'InstancedMesh';
object.count = this.count;
object.instanceMatrix = this.instanceMatrix.toJSON();
if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
}
if ( this.isBatchedMesh ) {
object.type = 'BatchedMesh';
object.perObjectFrustumCulled = this.perObjectFrustumCulled;
object.sortObjects = this.sortObjects;
object.drawRanges = this._drawRanges;
object.reservedRanges = this._reservedRanges;
object.geometryInfo = this._geometryInfo.map( info => ( {
...info,
boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
} ) );
object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
object.availableInstanceIds = this._availableInstanceIds.slice();
object.availableGeometryIds = this._availableGeometryIds.slice();
object.nextIndexStart = this._nextIndexStart;
object.nextVertexStart = this._nextVertexStart;
object.geometryCount = this._geometryCount;
object.maxInstanceCount = this._maxInstanceCount;
object.maxVertexCount = this._maxVertexCount;
object.maxIndexCount = this._maxIndexCount;
object.geometryInitialized = this._geometryInitialized;
object.matricesTexture = this._matricesTexture.toJSON( meta );
object.indirectTexture = this._indirectTexture.toJSON( meta );
if ( this._colorsTexture !== null ) {
object.colorsTexture = this._colorsTexture.toJSON( meta );
}
if ( this.boundingSphere !== null ) {
object.boundingSphere = this.boundingSphere.toJSON();
}
if ( this.boundingBox !== null ) {
object.boundingBox = this.boundingBox.toJSON();
}
}
//
function serialize( library, element ) {
if ( library[ element.uuid ] === undefined ) {
library[ element.uuid ] = element.toJSON( meta );
}
return element.uuid;
}
if ( this.isScene ) {
if ( this.background ) {
if ( this.background.isColor ) {
object.background = this.background.toJSON();
} else if ( this.background.isTexture ) {
object.background = this.background.toJSON( meta ).uuid;
}
}
if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
object.environment = this.environment.toJSON( meta ).uuid;
}
} else if ( this.isMesh || this.isLine || this.isPoints ) {
object.geometry = serialize( meta.geometries, this.geometry );
const parameters = this.geometry.parameters;
if ( parameters !== undefined && parameters.shapes !== undefined ) {
const shapes = parameters.shapes;
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
serialize( meta.shapes, shape );
}
} else {
serialize( meta.shapes, shapes );
}
}
}
if ( this.isSkinnedMesh ) {
object.bindMode = this.bindMode;
object.bindMatrix = this.bindMatrix.toArray();
if ( this.skeleton !== undefined ) {
serialize( meta.skeletons, this.skeleton );
object.skeleton = this.skeleton.uuid;
}
}
if ( this.material !== undefined ) {
if ( Array.isArray( this.material ) ) {
const uuids = [];
for ( let i = 0, l = this.material.length; i < l; i ++ ) {
uuids.push( serialize( meta.materials, this.material[ i ] ) );
}
object.material = uuids;
} else {
object.material = serialize( meta.materials, this.material );
}
}
//
if ( this.children.length > 0 ) {
object.children = [];
for ( let i = 0; i < this.children.length; i ++ ) {
object.children.push( this.children[ i ].toJSON( meta ).object );
}
}
//
if ( this.animations.length > 0 ) {
object.animations = [];
for ( let i = 0; i < this.animations.length; i ++ ) {
const animation = this.animations[ i ];
object.animations.push( serialize( meta.animations, animation ) );
}
}
if ( isRootObject ) {
const geometries = extractFromCache( meta.geometries );
const materials = extractFromCache( meta.materials );
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
const shapes = extractFromCache( meta.shapes );
const skeletons = extractFromCache( meta.skeletons );
const animations = extractFromCache( meta.animations );
const nodes = extractFromCache( meta.nodes );
if ( geometries.length > 0 ) output.geometries = geometries;
if ( materials.length > 0 ) output.materials = materials;
if ( textures.length > 0 ) output.textures = textures;
if ( images.length > 0 ) output.images = images;
if ( shapes.length > 0 ) output.shapes = shapes;
if ( skeletons.length > 0 ) output.skeletons = skeletons;
if ( animations.length > 0 ) output.animations = animations;
if ( nodes.length > 0 ) output.nodes = nodes;
}
output.object = object;
return output;
// extract data from the cache hash
// remove metadata on each item
// and return as array
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
}
/**
* Returns a new 3D object with copied values from this instance.
*
* @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
* @return {Object3D} A clone of this instance.
*/
clone( recursive ) {
return new this.constructor().copy( this, recursive );
}
/**
* Copies the values of the given 3D object to this instance.
*
* @param {Object3D} source - The 3D object to copy.
* @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
* @return {Object3D} A reference to this instance.
*/
copy( source, recursive = true ) {
this.name = source.name;
this.up.copy( source.up );
this.position.copy( source.position );
this.rotation.order = source.rotation.order;
this.quaternion.copy( source.quaternion );
this.scale.copy( source.scale );
this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null;
this.matrix.copy( source.matrix );
this.matrixWorld.copy( source.matrixWorld );
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask;
this.visible = source.visible;
this.castShadow = source.castShadow;
this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled;
this.renderOrder = source.renderOrder;
this.static = source.static;
this.animations = source.animations.slice();
this.userData = JSON.parse( JSON.stringify( source.userData ) );
if ( recursive === true ) {
for ( let i = 0; i < source.children.length; i ++ ) {
const child = source.children[ i ];
this.add( child.clone() );
}
}
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* Geometries, materials and textures are potentially shared with other
* 3D objects and must be disposed of separately.
*
* @fires Object3D#dispose
*/
dispose() {
/**
* Fires when the 3D object has been disposed of.
*
* @event Object3D#dispose
* @type {Object}
*/
this.dispatchEvent( { type: 'dispose' } );
}
}
/**
* The default up direction for objects, also used as the default
* position for {@link DirectionalLight} and {@link HemisphereLight}.
*
* @static
* @type {Vector3}
* @default (0,1,0)
*/
Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
/**
* The default setting for {@link Object3D#matrixAutoUpdate} for
* newly created 3D objects.
*
* @static
* @type {boolean}
* @default true
*/
Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
/**
* The default setting for {@link Object3D#matrixWorldAutoUpdate} for
* newly created 3D objects.
*
* @static
* @type {boolean}
* @default true
*/
Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
/**
* This is almost identical to an {@link Object3D}. Its purpose is to
* make working with groups of objects syntactically clearer.
*
* ```js
* // Create a group and add the two cubes.
* // These cubes can now be rotated / scaled etc as a group.
* const group = new THREE.Group();
*
* group.add( meshA );
* group.add( meshB );
*
* scene.add( group );
* ```
*
* @augments Object3D
*/
class Group extends Object3D {
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isGroup = true;
this.type = 'Group';
}
}
const _moveEvent = { type: 'move' };
/**
* Class for representing a XR controller with its
* different coordinate systems.
*
* @private
*/
class WebXRController {
/**
* Constructs a new XR controller.
*/
constructor() {
/**
* A group representing the target ray space
* of the XR controller.
*
* @private
* @type {?Group}
* @default null
*/
this._targetRay = null;
/**
* A group representing the grip space
* of the XR controller.
*
* @private
* @type {?Group}
* @default null
*/
this._grip = null;
/**
* A group representing the hand space
* of the XR controller.
*
* @private
* @type {?Group}
* @default null
*/
this._hand = null;
}
/**
* Returns a group representing the hand space of the XR controller.
*
* @return {Group} A group representing the hand space of the XR controller.
*/
getHandSpace() {
if ( this._hand === null ) {
this._hand = new Group();
this._hand.matrixAutoUpdate = false;
this._hand.visible = false;
this._hand.joints = {};
this._hand.inputState = { pinching: false };
}
return this._hand;
}
/**
* Returns a group representing the target ray space of the XR controller.
*
* @return {Group} A group representing the target ray space of the XR controller.
*/
getTargetRaySpace() {
if ( this._targetRay === null ) {
this._targetRay = new Group();
this._targetRay.matrixAutoUpdate = false;
this._targetRay.visible = false;
this._targetRay.hasLinearVelocity = false;
this._targetRay.linearVelocity = new Vector3();
this._targetRay.hasAngularVelocity = false;
this._targetRay.angularVelocity = new Vector3();
}
return this._targetRay;
}
/**
* Returns a group representing the grip space of the XR controller.
*
* @return {Group} A group representing the grip space of the XR controller.
*/
getGripSpace() {
if ( this._grip === null ) {
this._grip = new Group();
this._grip.matrixAutoUpdate = false;
this._grip.visible = false;
this._grip.hasLinearVelocity = false;
this._grip.linearVelocity = new Vector3();
this._grip.hasAngularVelocity = false;
this._grip.angularVelocity = new Vector3();
this._grip.eventsEnabled = false;
}
return this._grip;
}
/**
* Dispatches the given event to the groups representing
* the different coordinate spaces of the XR controller.
*
* @param {Object} event - The event to dispatch.
* @return {WebXRController} A reference to this instance.
*/
dispatchEvent( event ) {
if ( this._targetRay !== null ) {
this._targetRay.dispatchEvent( event );
}
if ( this._grip !== null ) {
this._grip.dispatchEvent( event );
}
if ( this._hand !== null ) {
this._hand.dispatchEvent( event );
}
return this;
}
/**
* Connects the controller with the given XR input source.
*
* @param {XRInputSource} inputSource - The input source.
* @return {WebXRController} A reference to this instance.
*/
connect( inputSource ) {
if ( inputSource && inputSource.hand ) {
const hand = this._hand;
if ( hand ) {
for ( const inputjoint of inputSource.hand.values() ) {
// Initialize hand with joints when connected
this._getHandJoint( hand, inputjoint );
}
}
}
this.dispatchEvent( { type: 'connected', data: inputSource } );
return this;
}
/**
* Disconnects the controller from the given XR input source.
*
* @param {XRInputSource} inputSource - The input source.
* @return {WebXRController} A reference to this instance.
*/
disconnect( inputSource ) {
this.dispatchEvent( { type: 'disconnected', data: inputSource } );
if ( this._targetRay !== null ) {
this._targetRay.visible = false;
}
if ( this._grip !== null ) {
this._grip.visible = false;
}
if ( this._hand !== null ) {
this._hand.visible = false;
}
return this;
}
/**
* Updates the controller with the given input source, XR frame and reference space.
* This updates the transformations of the groups that represent the different
* coordinate systems of the controller.
*
* @param {XRInputSource} inputSource - The input source.
* @param {XRFrame} frame - The XR frame.
* @param {XRReferenceSpace} referenceSpace - The reference space.
* @return {WebXRController} A reference to this instance.
*/
update( inputSource, frame, referenceSpace ) {
let inputPose = null;
let gripPose = null;
let handPose = null;
const targetRay = this._targetRay;
const grip = this._grip;
const hand = this._hand;
if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
if ( hand && inputSource.hand ) {
handPose = true;
for ( const inputjoint of inputSource.hand.values() ) {
// Update the joints groups with the XRJoint poses
const jointPose = frame.getJointPose( inputjoint, referenceSpace );
// The transform of this joint will be updated with the joint pose on each frame
const joint = this._getHandJoint( hand, inputjoint );
if ( jointPose !== null ) {
joint.matrix.fromArray( jointPose.transform.matrix );
joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
joint.matrixWorldNeedsUpdate = true;
joint.jointRadius = jointPose.radius;
}
joint.visible = jointPose !== null;
}
// Custom events
// Check pinchz
const indexTip = hand.joints[ 'index-finger-tip' ];
const thumbTip = hand.joints[ 'thumb-tip' ];
const distance = indexTip.position.distanceTo( thumbTip.position );
const distanceToPinch = 0.02;
const threshold = 0.005;
if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
hand.inputState.pinching = false;
this.dispatchEvent( {
type: 'pinchend',
handedness: inputSource.handedness,
target: this
} );
} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
hand.inputState.pinching = true;
this.dispatchEvent( {
type: 'pinchstart',
handedness: inputSource.handedness,
target: this
} );
}
} else {
if ( grip !== null && inputSource.gripSpace ) {
gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
if ( gripPose !== null ) {
grip.matrix.fromArray( gripPose.transform.matrix );
grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
grip.matrixWorldNeedsUpdate = true;
if ( gripPose.linearVelocity ) {
grip.hasLinearVelocity = true;
grip.linearVelocity.copy( gripPose.linearVelocity );
} else {
grip.hasLinearVelocity = false;
}
if ( gripPose.angularVelocity ) {
grip.hasAngularVelocity = true;
grip.angularVelocity.copy( gripPose.angularVelocity );
} else {
grip.hasAngularVelocity = false;
}
// grip update event if enabled
if ( grip.eventsEnabled ) {
grip.dispatchEvent( {
type: 'gripUpdated',
data: inputSource,
target: this
} );
}
}
}
}
if ( targetRay !== null ) {
inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
if ( inputPose === null && gripPose !== null ) {
inputPose = gripPose;
}
if ( inputPose !== null ) {
targetRay.matrix.fromArray( inputPose.transform.matrix );
targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
targetRay.matrixWorldNeedsUpdate = true;
if ( inputPose.linearVelocity ) {
targetRay.hasLinearVelocity = true;
targetRay.linearVelocity.copy( inputPose.linearVelocity );
} else {
targetRay.hasLinearVelocity = false;
}
if ( inputPose.angularVelocity ) {
targetRay.hasAngularVelocity = true;
targetRay.angularVelocity.copy( inputPose.angularVelocity );
} else {
targetRay.hasAngularVelocity = false;
}
this.dispatchEvent( _moveEvent );
}
}
}
if ( targetRay !== null ) {
targetRay.visible = ( inputPose !== null );
}
if ( grip !== null ) {
grip.visible = ( gripPose !== null );
}
if ( hand !== null ) {
hand.visible = ( handPose !== null );
}
return this;
}
/**
* Returns a group representing the hand joint for the given input joint.
*
* @private
* @param {Group} hand - The group representing the hand space.
* @param {XRJointSpace} inputjoint - The hand joint data.
* @return {Group} A group representing the hand joint for the given input joint.
*/
_getHandJoint( hand, inputjoint ) {
if ( hand.joints[ inputjoint.jointName ] === undefined ) {
const joint = new Group();
joint.matrixAutoUpdate = false;
joint.visible = false;
hand.joints[ inputjoint.jointName ] = joint;
hand.add( joint );
}
return hand.joints[ inputjoint.jointName ];
}
}
const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
const _hslA = { h: 0, s: 0, l: 0 };
const _hslB = { h: 0, s: 0, l: 0 };
function hue2rgb( p, q, t ) {
if ( t < 0 ) t += 1;
if ( t > 1 ) t -= 1;
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
if ( t < 1 / 2 ) return q;
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
return p;
}
/**
* A Color instance is represented by RGB components in the linear <i>working
* color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
* conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
* strings) are converted to the working color space automatically.
*
* ```js
* // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
* const color = new THREE.Color().setHex( 0x112233 );
* ```
* Source color spaces may be specified explicitly, to ensure correct conversions.
* ```js
* // assumed already LinearSRGBColorSpace; no conversion
* const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
*
* // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
* const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
* ```
* If THREE.ColorManagement is disabled, no conversions occur. For details,
* see <i>Color management</i>. Iterating through a Color instance will yield
* its components (r, g, b) in the corresponding order. A Color can be initialised
* in any of the following ways:
* ```js
* //empty constructor - will default white
* const color1 = new THREE.Color();
*
* //Hexadecimal color (recommended)
* const color2 = new THREE.Color( 0xff0000 );
*
* //RGB string
* const color3 = new THREE.Color("rgb(255, 0, 0)");
* const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
*
* //X11 color name - all 140 color names are supported.
* //Note the lack of CamelCase in the name
* const color5 = new THREE.Color( 'skyblue' );
* //HSL string
* const color6 = new THREE.Color("hsl(0, 100%, 50%)");
*
* //Separate RGB values between 0 and 1
* const color7 = new THREE.Color( 1, 0, 0 );
* ```
*/
class Color {
/**
* Constructs a new color.
*
* Note that standard method of specifying color in three.js is with a hexadecimal triplet,
* and that method is used throughout the rest of the documentation.
*
* @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
* not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
* @param {number} [g] - The green component.
* @param {number} [b] - The blue component.
*/
constructor( r, g, b ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isColor = true;
/**
* The red component.
*
* @type {number}
* @default 1
*/
this.r = 1;
/**
* The green component.
*
* @type {number}
* @default 1
*/
this.g = 1;
/**
* The blue component.
*
* @type {number}
* @default 1
*/
this.b = 1;
return this.set( r, g, b );
}
/**
* Sets the colors's components from the given values.
*
* @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
* not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
* @param {number} [g] - The green component.
* @param {number} [b] - The blue component.
* @return {Color} A reference to this color.
*/
set( r, g, b ) {
if ( g === undefined && b === undefined ) {
// r is THREE.Color, hex or string
const value = r;
if ( value && value.isColor ) {
this.copy( value );
} else if ( typeof value === 'number' ) {
this.setHex( value );
} else if ( typeof value === 'string' ) {
this.setStyle( value );
}
} else {
this.setRGB( r, g, b );
}
return this;
}
/**
* Sets the colors's components to the given scalar value.
*
* @param {number} scalar - The scalar value.
* @return {Color} A reference to this color.
*/
setScalar( scalar ) {
this.r = scalar;
this.g = scalar;
this.b = scalar;
return this;
}
/**
* Sets this color from a hexadecimal value.
*
* @param {number} hex - The hexadecimal value.
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {Color} A reference to this color.
*/
setHex( hex, colorSpace = SRGBColorSpace ) {
hex = Math.floor( hex );
this.r = ( hex >> 16 & 255 ) / 255;
this.g = ( hex >> 8 & 255 ) / 255;
this.b = ( hex & 255 ) / 255;
ColorManagement.colorSpaceToWorking( this, colorSpace );
return this;
}
/**
* Sets this color from RGB values.
*
* @param {number} r - Red channel value between `0.0` and `1.0`.
* @param {number} g - Green channel value between `0.0` and `1.0`.
* @param {number} b - Blue channel value between `0.0` and `1.0`.
* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
* @return {Color} A reference to this color.
*/
setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
this.r = r;
this.g = g;
this.b = b;
ColorManagement.colorSpaceToWorking( this, colorSpace );
return this;
}
/**
* Sets this color from RGB values.
*
* @param {number} h - Hue value between `0.0` and `1.0`.
* @param {number} s - Saturation value between `0.0` and `1.0`.
* @param {number} l - Lightness value between `0.0` and `1.0`.
* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
* @return {Color} A reference to this color.
*/
setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
h = euclideanModulo( h, 1 );
s = clamp( s, 0, 1 );
l = clamp( l, 0, 1 );
if ( s === 0 ) {
this.r = this.g = this.b = l;
} else {
const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
const q = ( 2 * l ) - p;
this.r = hue2rgb( q, p, h + 1 / 3 );
this.g = hue2rgb( q, p, h );
this.b = hue2rgb( q, p, h - 1 / 3 );
}
ColorManagement.colorSpaceToWorking( this, colorSpace );
return this;
}
/**
* Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
* `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
* any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
* all 140 color names are supported).
*
* @param {string} style - Color as a CSS-style string.
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {Color} A reference to this color.
*/
setStyle( style, colorSpace = SRGBColorSpace ) {
function handleAlpha( string ) {
if ( string === undefined ) return;
if ( parseFloat( string ) < 1 ) {
warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
}
}
let m;
if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
// rgb / hsl
let color;
const name = m[ 1 ];
const components = m[ 2 ];
switch ( name ) {
case 'rgb':
case 'rgba':
if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(255,0,0) rgba(255,0,0,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
colorSpace
);
}
if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
colorSpace
);
}
break;
case 'hsl':
case 'hsla':
if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
handleAlpha( color[ 4 ] );
return this.setHSL(
parseFloat( color[ 1 ] ) / 360,
parseFloat( color[ 2 ] ) / 100,
parseFloat( color[ 3 ] ) / 100,
colorSpace
);
}
break;
default:
warn( 'Color: Unknown color model ' + style );
}
} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
// hex color
const hex = m[ 1 ];
const size = hex.length;
if ( size === 3 ) {
// #ff0
return this.setRGB(
parseInt( hex.charAt( 0 ), 16 ) / 15,
parseInt( hex.charAt( 1 ), 16 ) / 15,
parseInt( hex.charAt( 2 ), 16 ) / 15,
colorSpace
);
} else if ( size === 6 ) {
// #ff0000
return this.setHex( parseInt( hex, 16 ), colorSpace );
} else {
warn( 'Color: Invalid hex color ' + style );
}
} else if ( style && style.length > 0 ) {
return this.setColorName( style, colorSpace );
}
return this;
}
/**
* Sets this color from a color name. Faster than {@link Color#setStyle} if
* you don't need the other CSS-style formats.
*
* For convenience, the list of names is exposed in `Color.NAMES` as a hash.
* ```js
* Color.NAMES.aliceblue // returns 0xF0F8FF
* ```
*
* @param {string} style - The color name.
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {Color} A reference to this color.
*/
setColorName( style, colorSpace = SRGBColorSpace ) {
// color keywords
const hex = _colorKeywords[ style.toLowerCase() ];
if ( hex !== undefined ) {
// red
this.setHex( hex, colorSpace );
} else {
// unknown color
warn( 'Color: Unknown color ' + style );
}
return this;
}
/**
* Returns a new color with copied values from this instance.
*
* @return {Color} A clone of this instance.
*/
clone() {
return new this.constructor( this.r, this.g, this.b );
}
/**
* Copies the values of the given color to this instance.
*
* @param {Color} color - The color to copy.
* @return {Color} A reference to this color.
*/
copy( color ) {
this.r = color.r;
this.g = color.g;
this.b = color.b;
return this;
}
/**
* Copies the given color into this color, and then converts this color from
* `SRGBColorSpace` to `LinearSRGBColorSpace`.
*
* @param {Color} color - The color to copy/convert.
* @return {Color} A reference to this color.
*/
copySRGBToLinear( color ) {
this.r = SRGBToLinear( color.r );
this.g = SRGBToLinear( color.g );
this.b = SRGBToLinear( color.b );
return this;
}
/**
* Copies the given color into this color, and then converts this color from
* `LinearSRGBColorSpace` to `SRGBColorSpace`.
*
* @param {Color} color - The color to copy/convert.
* @return {Color} A reference to this color.
*/
copyLinearToSRGB( color ) {
this.r = LinearToSRGB( color.r );
this.g = LinearToSRGB( color.g );
this.b = LinearToSRGB( color.b );
return this;
}
/**
* Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
*
* @return {Color} A reference to this color.
*/
convertSRGBToLinear() {
this.copySRGBToLinear( this );
return this;
}
/**
* Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
*
* @return {Color} A reference to this color.
*/
convertLinearToSRGB() {
this.copyLinearToSRGB( this );
return this;
}
/**
* Returns the hexadecimal value of this color.
*
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {number} The hexadecimal value.
*/
getHex( colorSpace = SRGBColorSpace ) {
ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );
}
/**
* Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
*
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {string} The hexadecimal value as a string.
*/
getHexString( colorSpace = SRGBColorSpace ) {
return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
}
/**
* Converts the colors RGB values into the HSL format and stores them into the
* given target object.
*
* @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
* @return {{h:number,s:number,l:number}} The HSL representation of this color.
*/
getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
const max = Math.max( r, g, b );
const min = Math.min( r, g, b );
let hue, saturation;
const lightness = ( min + max ) / 2.0;
if ( min === max ) {
hue = 0;
saturation = 0;
} else {
const delta = max - min;
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
switch ( max ) {
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
case g: hue = ( b - r ) / delta + 2; break;
case b: hue = ( r - g ) / delta + 4; break;
}
hue /= 6;
}
target.h = hue;
target.s = saturation;
target.l = lightness;
return target;
}
/**
* Returns the RGB values of this color and stores them into the given target object.
*
* @param {Color} target - The target color that is used to store the method's result.
* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
* @return {Color} The RGB representation of this color.
*/
getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
target.r = _color.r;
target.g = _color.g;
target.b = _color.b;
return target;
}
/**
* Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
*
* @param {string} [colorSpace=SRGBColorSpace] - The color space.
* @return {string} The CSS representation of this color.
*/
getStyle( colorSpace = SRGBColorSpace ) {
ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
if ( colorSpace !== SRGBColorSpace ) {
// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
}
return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
}
/**
* Adds the given HSL values to this color's values.
* Internally, this converts the color's RGB values to HSL, adds HSL
* and then converts the color back to RGB.
*
* @param {number} h - Hue value between `0.0` and `1.0`.
* @param {number} s - Saturation value between `0.0` and `1.0`.
* @param {number} l - Lightness value between `0.0` and `1.0`.
* @return {Color} A reference to this color.
*/
offsetHSL( h, s, l ) {
this.getHSL( _hslA );
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
}
/**
* Adds the RGB values of the given color to the RGB values of this color.
*
* @param {Color} color - The color to add.
* @return {Color} A reference to this color.
*/
add( color ) {
this.r += color.r;
this.g += color.g;
this.b += color.b;
return this;
}
/**
* Adds the RGB values of the given colors and stores the result in this instance.
*
* @param {Color} color1 - The first color.
* @param {Color} color2 - The second color.
* @return {Color} A reference to this color.
*/
addColors( color1, color2 ) {
this.r = color1.r + color2.r;
this.g = color1.g + color2.g;
this.b = color1.b + color2.b;
return this;
}
/**
* Adds the given scalar value to the RGB values of this color.
*
* @param {number} s - The scalar to add.
* @return {Color} A reference to this color.
*/
addScalar( s ) {
this.r += s;
this.g += s;
this.b += s;
return this;
}
/**
* Subtracts the RGB values of the given color from the RGB values of this color.
*
* @param {Color} color - The color to subtract.
* @return {Color} A reference to this color.
*/
sub( color ) {
this.r = Math.max( 0, this.r - color.r );
this.g = Math.max( 0, this.g - color.g );
this.b = Math.max( 0, this.b - color.b );
return this;
}
/**
* Multiplies the RGB values of the given color with the RGB values of this color.
*
* @param {Color} color - The color to multiply.
* @return {Color} A reference to this color.
*/
multiply( color ) {
this.r *= color.r;
this.g *= color.g;
this.b *= color.b;
return this;
}
/**
* Multiplies the given scalar value with the RGB values of this color.
*
* @param {number} s - The scalar to multiply.
* @return {Color} A reference to this color.
*/
multiplyScalar( s ) {
this.r *= s;
this.g *= s;
this.b *= s;
return this;
}
/**
* Linearly interpolates this color's RGB values toward the RGB values of the
* given color. The alpha argument can be thought of as the ratio between
* the two colors, where `0.0` is this color and `1.0` is the first argument.
*
* @param {Color} color - The color to converge on.
* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
* @return {Color} A reference to this color.
*/
lerp( color, alpha ) {
this.r += ( color.r - this.r ) * alpha;
this.g += ( color.g - this.g ) * alpha;
this.b += ( color.b - this.b ) * alpha;
return this;
}
/**
* Linearly interpolates between the given colors and stores the result in this instance.
* The alpha argument can be thought of as the ratio between the two colors, where `0.0`
* is the first and `1.0` is the second color.
*
* @param {Color} color1 - The first color.
* @param {Color} color2 - The second color.
* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
* @return {Color} A reference to this color.
*/
lerpColors( color1, color2, alpha ) {
this.r = color1.r + ( color2.r - color1.r ) * alpha;
this.g = color1.g + ( color2.g - color1.g ) * alpha;
this.b = color1.b + ( color2.b - color1.b ) * alpha;
return this;
}
/**
* Linearly interpolates this color's HSL values toward the HSL values of the
* given color. It differs from {@link Color#lerp} by not interpolating straight
* from one color to the other, but instead going through all the hues in between
* those two colors. The alpha argument can be thought of as the ratio between
* the two colors, where 0.0 is this color and 1.0 is the first argument.
*
* @param {Color} color - The color to converge on.
* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
* @return {Color} A reference to this color.
*/
lerpHSL( color, alpha ) {
this.getHSL( _hslA );
color.getHSL( _hslB );
const h = lerp( _hslA.h, _hslB.h, alpha );
const s = lerp( _hslA.s, _hslB.s, alpha );
const l = lerp( _hslA.l, _hslB.l, alpha );
this.setHSL( h, s, l );
return this;
}
/**
* Sets the color's RGB components from the given 3D vector.
*
* @param {Vector3} v - The vector to set.
* @return {Color} A reference to this color.
*/
setFromVector3( v ) {
this.r = v.x;
this.g = v.y;
this.b = v.z;
return this;
}
/**
* Transforms this color with the given 3x3 matrix.
*
* @param {Matrix3} m - The matrix.
* @return {Color} A reference to this color.
*/
applyMatrix3( m ) {
const r = this.r, g = this.g, b = this.b;
const e = m.elements;
this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
return this;
}
/**
* Returns `true` if this color is equal with the given one.
*
* @param {Color} c - The color to test for equality.
* @return {boolean} Whether this bounding color is equal with the given one.
*/
equals( c ) {
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
}
/**
* Sets this color's RGB components from the given array.
*
* @param {Array<number>} array - An array holding the RGB values.
* @param {number} [offset=0] - The offset into the array.
* @return {Color} A reference to this color.
*/
fromArray( array, offset = 0 ) {
this.r = array[ offset ];
this.g = array[ offset + 1 ];
this.b = array[ offset + 2 ];
return this;
}
/**
* Writes the RGB components of this color to the given array. If no array is provided,
* the method returns a new instance.
*
* @param {Array<number>} [array=[]] - The target array holding the color components.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Array<number>} The color components.
*/
toArray( array = [], offset = 0 ) {
array[ offset ] = this.r;
array[ offset + 1 ] = this.g;
array[ offset + 2 ] = this.b;
return array;
}
/**
* Sets the components of this color from the given buffer attribute.
*
* @param {BufferAttribute} attribute - The buffer attribute holding color data.
* @param {number} index - The index into the attribute.
* @return {Color} A reference to this color.
*/
fromBufferAttribute( attribute, index ) {
this.r = attribute.getX( index );
this.g = attribute.getY( index );
this.b = attribute.getZ( index );
return this;
}
/**
* This methods defines the serialization result of this class. Returns the color
* as a hexadecimal value.
*
* @return {number} The hexadecimal value.
*/
toJSON() {
return this.getHex();
}
*[ Symbol.iterator ]() {
yield this.r;
yield this.g;
yield this.b;
}
}
const _color = /*@__PURE__*/ new Color();
/**
* A dictionary with X11 color names.
*
* Note that multiple words such as Dark Orange become the string 'darkorange'.
*
* @static
* @type {Object}
*/
Color.NAMES = _colorKeywords;
/**
* This class can be used to define an exponential squared fog,
* which gives a clear view near the camera and a faster than exponentially
* densening fog farther from the camera.
*
* ```js
* const scene = new THREE.Scene();
* scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
* ```
*/
class FogExp2 {
/**
* Constructs a new fog.
*
* @param {number|Color} color - The fog's color.
* @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
*/
constructor( color, density = 0.00025 ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isFogExp2 = true;
/**
* The name of the fog.
*
* @type {string}
*/
this.name = '';
/**
* The fog's color.
*
* @type {Color}
*/
this.color = new Color( color );
/**
* Defines how fast the fog will grow dense.
*
* @type {number}
* @default 0.00025
*/
this.density = density;
}
/**
* Returns a new fog with copied values from this instance.
*
* @return {FogExp2} A clone of this instance.
*/
clone() {
return new FogExp2( this.color, this.density );
}
/**
* Serializes the fog into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized fog
*/
toJSON( /* meta */ ) {
return {
type: 'FogExp2',
name: this.name,
color: this.color.getHex(),
density: this.density
};
}
}
/**
* This class can be used to define a linear fog that grows linearly denser
* with the distance.
*
* ```js
* const scene = new THREE.Scene();
* scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
* ```
*/
class Fog {
/**
* Constructs a new fog.
*
* @param {number|Color} color - The fog's color.
* @param {number} [near=1] - The minimum distance to start applying fog.
* @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
*/
constructor( color, near = 1, far = 1000 ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isFog = true;
/**
* The name of the fog.
*
* @type {string}
*/
this.name = '';
/**
* The fog's color.
*
* @type {Color}
*/
this.color = new Color( color );
/**
* The minimum distance to start applying fog. Objects that are less than
* `near` units from the active camera won't be affected by fog.
*
* @type {number}
* @default 1
*/
this.near = near;
/**
* The maximum distance at which fog stops being calculated and applied.
* Objects that are more than `far` units away from the active camera won't
* be affected by fog.
*
* @type {number}
* @default 1000
*/
this.far = far;
}
/**
* Returns a new fog with copied values from this instance.
*
* @return {Fog} A clone of this instance.
*/
clone() {
return new Fog( this.color, this.near, this.far );
}
/**
* Serializes the fog into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized fog
*/
toJSON( /* meta */ ) {
return {
type: 'Fog',
name: this.name,
color: this.color.getHex(),
near: this.near,
far: this.far
};
}
}
/**
* Scenes allow you to set up what is to be rendered and where by three.js.
* This is where you place 3D objects like meshes, lines or lights.
*
* @augments Object3D
*/
class Scene extends Object3D {
/**
* Constructs a new scene.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isScene = true;
this.type = 'Scene';
/**
* Defines the background of the scene. Valid inputs are:
*
* - A color for defining a uniform colored background.
* - A texture for defining a (flat) textured background.
* - Cube textures or equirectangular textures for defining a skybox.
*
* @type {?(Color|Texture)}
* @default null
*/
this.background = null;
/**
* Sets the environment map for all physical materials in the scene. However,
* it's not possible to overwrite an existing texture assigned to the `envMap`
* material property.
*
* @type {?Texture}
* @default null
*/
this.environment = null;
/**
* A fog instance defining the type of fog that affects everything
* rendered in the scene.
*
* @type {?(Fog|FogExp2)}
* @default null
*/
this.fog = null;
/**
* Sets the blurriness of the background. Only influences environment maps
* assigned to {@link Scene#background}. Valid input is a float between `0`
* and `1`.
*
* @type {number}
* @default 0
*/
this.backgroundBlurriness = 0;
/**
* Attenuates the color of the background. Only applies to background textures.
*
* @type {number}
* @default 1
*/
this.backgroundIntensity = 1;
/**
* The rotation of the background in radians. Only influences environment maps
* assigned to {@link Scene#background}.
*
* @type {Euler}
* @default (0,0,0)
*/
this.backgroundRotation = new Euler();
/**
* Attenuates the color of the environment. Only influences environment maps
* assigned to {@link Scene#environment}.
*
* @type {number}
* @default 1
*/
this.environmentIntensity = 1;
/**
* The rotation of the environment map in radians. Only influences physical materials
* in the scene when {@link Scene#environment} is used.
*
* @type {Euler}
* @default (0,0,0)
*/
this.environmentRotation = new Euler();
/**
* Forces everything in the scene to be rendered with the defined material. It is possible
* to exclude materials from override by setting {@link Material#allowOverride} to `false`.
*
* @type {?Material}
* @default null
*/
this.overrideMaterial = null;
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.background !== null ) this.background = source.background.clone();
if ( source.environment !== null ) this.environment = source.environment.clone();
if ( source.fog !== null ) this.fog = source.fog.clone();
this.backgroundBlurriness = source.backgroundBlurriness;
this.backgroundIntensity = source.backgroundIntensity;
this.backgroundRotation.copy( source.backgroundRotation );
this.environmentIntensity = source.environmentIntensity;
this.environmentRotation.copy( source.environmentRotation );
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
this.matrixAutoUpdate = source.matrixAutoUpdate;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
data.object.backgroundBlurriness = this.backgroundBlurriness;
data.object.backgroundIntensity = this.backgroundIntensity;
data.object.backgroundRotation = this.backgroundRotation.toArray();
data.object.environmentIntensity = this.environmentIntensity;
data.object.environmentRotation = this.environmentRotation.toArray();
return data;
}
}
const _v0$2 = /*@__PURE__*/ new Vector3();
const _v1$5 = /*@__PURE__*/ new Vector3();
const _v2$4 = /*@__PURE__*/ new Vector3();
const _v3$2 = /*@__PURE__*/ new Vector3();
const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();
const _v40 = /*@__PURE__*/ new Vector4();
const _v41 = /*@__PURE__*/ new Vector4();
const _v42 = /*@__PURE__*/ new Vector4();
/**
* A geometric triangle as defined by three vectors representing its three corners.
*/
class Triangle {
/**
* Constructs a new triangle.
*
* @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
* @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
* @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
*/
constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
/**
* The first corner of the triangle.
*
* @type {Vector3}
*/
this.a = a;
/**
* The second corner of the triangle.
*
* @type {Vector3}
*/
this.b = b;
/**
* The third corner of the triangle.
*
* @type {Vector3}
*/
this.c = c;
}
/**
* Computes the normal vector of a triangle.
*
* @param {Vector3} a - The first corner of the triangle.
* @param {Vector3} b - The second corner of the triangle.
* @param {Vector3} c - The third corner of the triangle.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The triangle's normal.
*/
static getNormal( a, b, c, target ) {
target.subVectors( c, b );
_v0$2.subVectors( a, b );
target.cross( _v0$2 );
const targetLengthSq = target.lengthSq();
if ( targetLengthSq > 0 ) {
return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
}
return target.set( 0, 0, 0 );
}
/**
* Computes a barycentric coordinates from the given vector.
* Returns `null` if the triangle is degenerate.
*
* @param {Vector3} point - A point in 3D space.
* @param {Vector3} a - The first corner of the triangle.
* @param {Vector3} b - The second corner of the triangle.
* @param {Vector3} c - The third corner of the triangle.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The barycentric coordinates for the given point
*/
static getBarycoord( point, a, b, c, target ) {
_v0$2.subVectors( c, a );
_v1$5.subVectors( b, a );
_v2$4.subVectors( point, a );
const dot00 = _v0$2.dot( _v0$2 );
const dot01 = _v0$2.dot( _v1$5 );
const dot02 = _v0$2.dot( _v2$4 );
const dot11 = _v1$5.dot( _v1$5 );
const dot12 = _v1$5.dot( _v2$4 );
const denom = ( dot00 * dot11 - dot01 * dot01 );
// collinear or singular triangle
if ( denom === 0 ) {
target.set( 0, 0, 0 );
return null;
}
const invDenom = 1 / denom;
const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
// barycentric coordinates must always sum to 1
return target.set( 1 - u - v, v, u );
}
/**
* Returns `true` if the given point, when projected onto the plane of the
* triangle, lies within the triangle.
*
* @param {Vector3} point - The point in 3D space to test.
* @param {Vector3} a - The first corner of the triangle.
* @param {Vector3} b - The second corner of the triangle.
* @param {Vector3} c - The third corner of the triangle.
* @return {boolean} Whether the given point, when projected onto the plane of the
* triangle, lies within the triangle or not.
*/
static containsPoint( point, a, b, c ) {
// if the triangle is degenerate then we can't contain a point
if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
return false;
}
return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
}
/**
* Computes the value barycentrically interpolated for the given point on the
* triangle. Returns `null` if the triangle is degenerate.
*
* @param {Vector3} point - Position of interpolated point.
* @param {Vector3} p1 - The first corner of the triangle.
* @param {Vector3} p2 - The second corner of the triangle.
* @param {Vector3} p3 - The third corner of the triangle.
* @param {Vector3} v1 - Value to interpolate of first vertex.
* @param {Vector3} v2 - Value to interpolate of second vertex.
* @param {Vector3} v3 - Value to interpolate of third vertex.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The interpolated value.
*/
static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
target.x = 0;
target.y = 0;
if ( 'z' in target ) target.z = 0;
if ( 'w' in target ) target.w = 0;
return null;
}
target.setScalar( 0 );
target.addScaledVector( v1, _v3$2.x );
target.addScaledVector( v2, _v3$2.y );
target.addScaledVector( v3, _v3$2.z );
return target;
}
/**
* Computes the value barycentrically interpolated for the given attribute and indices.
*
* @param {BufferAttribute} attr - The attribute to interpolate.
* @param {number} i1 - Index of first vertex.
* @param {number} i2 - Index of second vertex.
* @param {number} i3 - Index of third vertex.
* @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The interpolated attribute value.
*/
static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
_v40.setScalar( 0 );
_v41.setScalar( 0 );
_v42.setScalar( 0 );
_v40.fromBufferAttribute( attr, i1 );
_v41.fromBufferAttribute( attr, i2 );
_v42.fromBufferAttribute( attr, i3 );
target.setScalar( 0 );
target.addScaledVector( _v40, barycoord.x );
target.addScaledVector( _v41, barycoord.y );
target.addScaledVector( _v42, barycoord.z );
return target;
}
/**
* Returns `true` if the triangle is oriented towards the given direction.
*
* @param {Vector3} a - The first corner of the triangle.
* @param {Vector3} b - The second corner of the triangle.
* @param {Vector3} c - The third corner of the triangle.
* @param {Vector3} direction - The (normalized) direction vector.
* @return {boolean} Whether the triangle is oriented towards the given direction or not.
*/
static isFrontFacing( a, b, c, direction ) {
_v0$2.subVectors( c, b );
_v1$5.subVectors( a, b );
// strictly front facing
return _v0$2.cross( _v1$5 ).dot( direction ) < 0;
}
/**
* Sets the triangle's vertices by copying the given values.
*
* @param {Vector3} a - The first corner of the triangle.
* @param {Vector3} b - The second corner of the triangle.
* @param {Vector3} c - The third corner of the triangle.
* @return {Triangle} A reference to this triangle.
*/
set( a, b, c ) {
this.a.copy( a );
this.b.copy( b );
this.c.copy( c );
return this;
}
/**
* Sets the triangle's vertices by copying the given array values.
*
* @param {Array<Vector3>} points - An array with 3D points.
* @param {number} i0 - The array index representing the first corner of the triangle.
* @param {number} i1 - The array index representing the second corner of the triangle.
* @param {number} i2 - The array index representing the third corner of the triangle.
* @return {Triangle} A reference to this triangle.
*/
setFromPointsAndIndices( points, i0, i1, i2 ) {
this.a.copy( points[ i0 ] );
this.b.copy( points[ i1 ] );
this.c.copy( points[ i2 ] );
return this;
}
/**
* Sets the triangle's vertices by copying the given attribute values.
*
* @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
* @param {number} i0 - The attribute index representing the first corner of the triangle.
* @param {number} i1 - The attribute index representing the second corner of the triangle.
* @param {number} i2 - The attribute index representing the third corner of the triangle.
* @return {Triangle} A reference to this triangle.
*/
setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
this.a.fromBufferAttribute( attribute, i0 );
this.b.fromBufferAttribute( attribute, i1 );
this.c.fromBufferAttribute( attribute, i2 );
return this;
}
/**
* Returns a new triangle with copied values from this instance.
*
* @return {Triangle} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given triangle to this instance.
*
* @param {Triangle} triangle - The triangle to copy.
* @return {Triangle} A reference to this triangle.
*/
copy( triangle ) {
this.a.copy( triangle.a );
this.b.copy( triangle.b );
this.c.copy( triangle.c );
return this;
}
/**
* Computes the area of the triangle.
*
* @return {number} The triangle's area.
*/
getArea() {
_v0$2.subVectors( this.c, this.b );
_v1$5.subVectors( this.a, this.b );
return _v0$2.cross( _v1$5 ).length() * 0.5;
}
/**
* Computes the midpoint of the triangle.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The triangle's midpoint.
*/
getMidpoint( target ) {
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
}
/**
* Computes the normal of the triangle.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The triangle's normal.
*/
getNormal( target ) {
return Triangle.getNormal( this.a, this.b, this.c, target );
}
/**
* Computes a plane the triangle lies within.
*
* @param {Plane} target - The target vector that is used to store the method's result.
* @return {Plane} The plane the triangle lies within.
*/
getPlane( target ) {
return target.setFromCoplanarPoints( this.a, this.b, this.c );
}
/**
* Computes a barycentric coordinates from the given vector.
* Returns `null` if the triangle is degenerate.
*
* @param {Vector3} point - A point in 3D space.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The barycentric coordinates for the given point
*/
getBarycoord( point, target ) {
return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
}
/**
* Computes the value barycentrically interpolated for the given point on the
* triangle. Returns `null` if the triangle is degenerate.
*
* @param {Vector3} point - Position of interpolated point.
* @param {Vector3} v1 - Value to interpolate of first vertex.
* @param {Vector3} v2 - Value to interpolate of second vertex.
* @param {Vector3} v3 - Value to interpolate of third vertex.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The interpolated value.
*/
getInterpolation( point, v1, v2, v3, target ) {
return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
}
/**
* Returns `true` if the given point, when projected onto the plane of the
* triangle, lies within the triangle.
*
* @param {Vector3} point - The point in 3D space to test.
* @return {boolean} Whether the given point, when projected onto the plane of the
* triangle, lies within the triangle or not.
*/
containsPoint( point ) {
return Triangle.containsPoint( point, this.a, this.b, this.c );
}
/**
* Returns `true` if the triangle is oriented towards the given direction.
*
* @param {Vector3} direction - The (normalized) direction vector.
* @return {boolean} Whether the triangle is oriented towards the given direction or not.
*/
isFrontFacing( direction ) {
return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
}
/**
* Returns `true` if this triangle intersects with the given box.
*
* @param {Box3} box - The box to intersect.
* @return {boolean} Whether this triangle intersects with the given box or not.
*/
intersectsBox( box ) {
return box.intersectsTriangle( this );
}
/**
* Returns the closest point on the triangle to the given point.
*
* @param {Vector3} p - The point to compute the closest point for.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The closest point on the triangle.
*/
closestPointToPoint( p, target ) {
const a = this.a, b = this.b, c = this.c;
let v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
// basically, we're distinguishing which of the voronoi regions of the triangle
// the point lies in with the minimum amount of redundant computation.
_vab.subVectors( b, a );
_vac.subVectors( c, a );
_vap.subVectors( p, a );
const d1 = _vab.dot( _vap );
const d2 = _vac.dot( _vap );
if ( d1 <= 0 && d2 <= 0 ) {
// vertex region of A; barycentric coords (1, 0, 0)
return target.copy( a );
}
_vbp.subVectors( p, b );
const d3 = _vab.dot( _vbp );
const d4 = _vac.dot( _vbp );
if ( d3 >= 0 && d4 <= d3 ) {
// vertex region of B; barycentric coords (0, 1, 0)
return target.copy( b );
}
const vc = d1 * d4 - d3 * d2;
if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
v = d1 / ( d1 - d3 );
// edge region of AB; barycentric coords (1-v, v, 0)
return target.copy( a ).addScaledVector( _vab, v );
}
_vcp.subVectors( p, c );
const d5 = _vab.dot( _vcp );
const d6 = _vac.dot( _vcp );
if ( d6 >= 0 && d5 <= d6 ) {
// vertex region of C; barycentric coords (0, 0, 1)
return target.copy( c );
}
const vb = d5 * d2 - d1 * d6;
if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
w = d2 / ( d2 - d6 );
// edge region of AC; barycentric coords (1-w, 0, w)
return target.copy( a ).addScaledVector( _vac, w );
}
const va = d3 * d6 - d5 * d4;
if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
_vbc.subVectors( c, b );
w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
// edge region of BC; barycentric coords (0, 1-w, w)
return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
}
// face region
const denom = 1 / ( va + vb + vc );
// u = va * denom
v = vb * denom;
w = vc * denom;
return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
}
/**
* Returns `true` if this triangle is equal with the given one.
*
* @param {Triangle} triangle - The triangle to test for equality.
* @return {boolean} Whether this triangle is equal with the given one.
*/
equals( triangle ) {
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
}
}
/**
* Represents an axis-aligned bounding box (AABB) in 3D space.
*/
class Box3 {
/**
* Constructs a new bounding box.
*
* @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
* @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
*/
constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBox3 = true;
/**
* The lower boundary of the box.
*
* @type {Vector3}
*/
this.min = min;
/**
* The upper boundary of the box.
*
* @type {Vector3}
*/
this.max = max;
}
/**
* Sets the lower and upper boundaries of this box.
* Please note that this method only copies the values from the given objects.
*
* @param {Vector3} min - The lower boundary of the box.
* @param {Vector3} max - The upper boundary of the box.
* @return {Box3} A reference to this bounding box.
*/
set( min, max ) {
this.min.copy( min );
this.max.copy( max );
return this;
}
/**
* Sets the upper and lower bounds of this box so it encloses the position data
* in the given array.
*
* @param {Array<number>} array - An array holding 3D position data.
* @return {Box3} A reference to this bounding box.
*/
setFromArray( array ) {
this.makeEmpty();
for ( let i = 0, il = array.length; i < il; i += 3 ) {
this.expandByPoint( _vector$b.fromArray( array, i ) );
}
return this;
}
/**
* Sets the upper and lower bounds of this box so it encloses the position data
* in the given buffer attribute.
*
* @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
* @return {Box3} A reference to this bounding box.
*/
setFromBufferAttribute( attribute ) {
this.makeEmpty();
for ( let i = 0, il = attribute.count; i < il; i ++ ) {
this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
}
return this;
}
/**
* Sets the upper and lower bounds of this box so it encloses the position data
* in the given array.
*
* @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
* @return {Box3} A reference to this bounding box.
*/
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
/**
* Centers this box on the given center vector and sets this box's width, height and
* depth to the given size values.
*
* @param {Vector3} center - The center of the box.
* @param {Vector3} size - The x, y and z dimensions of the box.
* @return {Box3} A reference to this bounding box.
*/
setFromCenterAndSize( center, size ) {
const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize );
this.max.copy( center ).add( halfSize );
return this;
}
/**
* Computes the world-axis-aligned bounding box for the given 3D object
* (including its children), accounting for the object's, and children's,
* world transforms. The function may result in a larger box than strictly necessary.
*
* Note: To compute the correct bounding box, make sure the given 3D object
* has an up-to-date world matrix that reflects the current transformation of its
* ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if
* you're unsure.
*
* @param {Object3D} object - The 3D object to compute the bounding box for.
* @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
* world-axis-aligned bounding box at the expense of more computation.
* @return {Box3} A reference to this bounding box.
*/
setFromObject( object, precise = false ) {
this.makeEmpty();
return this.expandByObject( object, precise );
}
/**
* Returns a new box with copied values from this instance.
*
* @return {Box3} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given box to this instance.
*
* @param {Box3} box - The box to copy.
* @return {Box3} A reference to this bounding box.
*/
copy( box ) {
this.min.copy( box.min );
this.max.copy( box.max );
return this;
}
/**
* Makes this box empty which means in encloses a zero space in 3D.
*
* @return {Box3} A reference to this bounding box.
*/
makeEmpty() {
this.min.x = this.min.y = this.min.z = + Infinity;
this.max.x = this.max.y = this.max.z = - Infinity;
return this;
}
/**
* Returns true if this box includes zero points within its bounds.
* Note that a box with equal lower and upper bounds still includes one
* point, the one both bounds share.
*
* @return {boolean} Whether this box is empty or not.
*/
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
}
/**
* Returns the center point of this box.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The center point.
*/
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
/**
* Returns the dimensions of this box.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The size.
*/
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
}
/**
* Expands the boundaries of this box to include the given point.
*
* @param {Vector3} point - The point that should be included by the bounding box.
* @return {Box3} A reference to this bounding box.
*/
expandByPoint( point ) {
this.min.min( point );
this.max.max( point );
return this;
}
/**
* Expands this box equilaterally by the given vector. The width of this
* box will be expanded by the x component of the vector in both
* directions. The height of this box will be expanded by the y component of
* the vector in both directions. The depth of this box will be
* expanded by the z component of the vector in both directions.
*
* @param {Vector3} vector - The vector that should expand the bounding box.
* @return {Box3} A reference to this bounding box.
*/
expandByVector( vector ) {
this.min.sub( vector );
this.max.add( vector );
return this;
}
/**
* Expands each dimension of the box by the given scalar. If negative, the
* dimensions of the box will be contracted.
*
* @param {number} scalar - The scalar value that should expand the bounding box.
* @return {Box3} A reference to this bounding box.
*/
expandByScalar( scalar ) {
this.min.addScalar( - scalar );
this.max.addScalar( scalar );
return this;
}
/**
* Expands the boundaries of this box to include the given 3D object and
* its children, accounting for the object's, and children's, world
* transforms. The function may result in a larger box than strictly
* necessary (unless the precise parameter is set to true).
*
* @param {Object3D} object - The 3D object that should expand the bounding box.
* @param {boolean} precise - If set to `true`, the method expands the bounding box
* as little as necessary at the expense of more computation.
* @return {Box3} A reference to this bounding box.
*/
expandByObject( object, precise = false ) {
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
object.updateWorldMatrix( false, false );
const geometry = object.geometry;
if ( geometry !== undefined ) {
const positionAttribute = geometry.getAttribute( 'position' );
// precise AABB computation based on vertex data requires at least a position attribute.
// instancing isn't supported so far and uses the normal (conservative) code path.
if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
if ( object.isMesh === true ) {
object.getVertexPosition( i, _vector$b );
} else {
_vector$b.fromBufferAttribute( positionAttribute, i );
}
_vector$b.applyMatrix4( object.matrixWorld );
this.expandByPoint( _vector$b );
}
} else {
if ( object.boundingBox !== undefined ) {
// object-level bounding box
if ( object.boundingBox === null ) {
object.computeBoundingBox();
}
_box$4.copy( object.boundingBox );
} else {
// geometry-level bounding box
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box$4.copy( geometry.boundingBox );
}
_box$4.applyMatrix4( object.matrixWorld );
this.union( _box$4 );
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this.expandByObject( children[ i ], precise );
}
return this;
}
/**
* Returns `true` if the given point lies within or on the boundaries of this box.
*
* @param {Vector3} point - The point to test.
* @return {boolean} Whether the bounding box contains the given point or not.
*/
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x &&
point.y >= this.min.y && point.y <= this.max.y &&
point.z >= this.min.z && point.z <= this.max.z;
}
/**
* Returns `true` if this bounding box includes the entirety of the given bounding box.
* If this box and the given one are identical, this function also returns `true`.
*
* @param {Box3} box - The bounding box to test.
* @return {boolean} Whether the bounding box contains the given bounding box or not.
*/
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y &&
this.min.z <= box.min.z && box.max.z <= this.max.z;
}
/**
* Returns a point as a proportion of this box's width, height and depth.
*
* @param {Vector3} point - A point in 3D space.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} A point as a proportion of this box's width, height and depth.
*/
getParameter( point, target ) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
return target.set(
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
( point.z - this.min.z ) / ( this.max.z - this.min.z )
);
}
/**
* Returns `true` if the given bounding box intersects with this bounding box.
*
* @param {Box3} box - The bounding box to test.
* @return {boolean} Whether the given bounding box intersects with this bounding box.
*/
intersectsBox( box ) {
// using 6 splitting planes to rule out intersections.
return box.max.x >= this.min.x && box.min.x <= this.max.x &&
box.max.y >= this.min.y && box.min.y <= this.max.y &&
box.max.z >= this.min.z && box.min.z <= this.max.z;
}
/**
* Returns `true` if the given bounding sphere intersects with this bounding box.
*
* @param {Sphere} sphere - The bounding sphere to test.
* @return {boolean} Whether the given bounding sphere intersects with this bounding box.
*/
intersectsSphere( sphere ) {
// Find the point on the AABB closest to the sphere center.
this.clampPoint( sphere.center, _vector$b );
// If that point is inside the sphere, the AABB and sphere intersect.
return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
}
/**
* Returns `true` if the given plane intersects with this bounding box.
*
* @param {Plane} plane - The plane to test.
* @return {boolean} Whether the given plane intersects with this bounding box.
*/
intersectsPlane( plane ) {
// We compute the minimum and maximum dot product values. If those values
// are on the same side (back or front) of the plane, then there is no intersection.
let min, max;
if ( plane.normal.x > 0 ) {
min = plane.normal.x * this.min.x;
max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x;
max = plane.normal.x * this.min.x;
}
if ( plane.normal.y > 0 ) {
min += plane.normal.y * this.min.y;
max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y;
max += plane.normal.y * this.min.y;
}
if ( plane.normal.z > 0 ) {
min += plane.normal.z * this.min.z;
max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z;
max += plane.normal.z * this.min.z;
}
return ( min <= - plane.constant && max >= - plane.constant );
}
/**
* Returns `true` if the given triangle intersects with this bounding box.
*
* @param {Triangle} triangle - The triangle to test.
* @return {boolean} Whether the given triangle intersects with this bounding box.
*/
intersectsTriangle( triangle ) {
if ( this.isEmpty() ) {
return false;
}
// compute box center and extents
this.getCenter( _center );
_extents.subVectors( this.max, _center );
// translate triangle to aabb origin
_v0$1.subVectors( triangle.a, _center );
_v1$4.subVectors( triangle.b, _center );
_v2$3.subVectors( triangle.c, _center );
// compute edge vectors for triangle
_f0.subVectors( _v1$4, _v0$1 );
_f1.subVectors( _v2$3, _v1$4 );
_f2.subVectors( _v0$1, _v2$3 );
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
let axes = [
0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
];
if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
return false;
}
// test 3 face normals from the aabb
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
return false;
}
// finally testing the face normal of the triangle
// use already existing triangle edge vectors here
_triangleNormal.crossVectors( _f0, _f1 );
axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
}
/**
* Clamps the given point within the bounds of this box.
*
* @param {Vector3} point - The point to clamp.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The clamped point.
*/
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
/**
* Returns the euclidean distance from any edge of this box to the specified point. If
* the given point lies inside of this box, the distance will be `0`.
*
* @param {Vector3} point - The point to compute the distance to.
* @return {number} The euclidean distance.
*/
distanceToPoint( point ) {
return this.clampPoint( point, _vector$b ).distanceTo( point );
}
/**
* Returns a bounding sphere that encloses this bounding box.
*
* @param {Sphere} target - The target sphere that is used to store the method's result.
* @return {Sphere} The bounding sphere that encloses this bounding box.
*/
getBoundingSphere( target ) {
if ( this.isEmpty() ) {
target.makeEmpty();
} else {
this.getCenter( target.center );
target.radius = this.getSize( _vector$b ).length() * 0.5;
}
return target;
}
/**
* Computes the intersection of this bounding box and the given one, setting the upper
* bound of this box to the lesser of the two boxes' upper bounds and the
* lower bound of this box to the greater of the two boxes' lower bounds. If
* there's no overlap, makes this box empty.
*
* @param {Box3} box - The bounding box to intersect with.
* @return {Box3} A reference to this bounding box.
*/
intersect( box ) {
this.min.max( box.min );
this.max.min( box.max );
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
if ( this.isEmpty() ) this.makeEmpty();
return this;
}
/**
* Computes the union of this box and another and the given one, setting the upper
* bound of this box to the greater of the two boxes' upper bounds and the
* lower bound of this box to the lesser of the two boxes' lower bounds.
*
* @param {Box3} box - The bounding box that will be unioned with this instance.
* @return {Box3} A reference to this bounding box.
*/
union( box ) {
this.min.min( box.min );
this.max.max( box.max );
return this;
}
/**
* Transforms this bounding box by the given 4x4 transformation matrix.
*
* @param {Matrix4} matrix - The transformation matrix.
* @return {Box3} A reference to this bounding box.
*/
applyMatrix4( matrix ) {
// transform of empty box is an empty box.
if ( this.isEmpty() ) return this;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.setFromPoints( _points );
return this;
}
/**
* Adds the given offset to both the upper and lower bounds of this bounding box,
* effectively moving it in 3D space.
*
* @param {Vector3} offset - The offset that should be used to translate the bounding box.
* @return {Box3} A reference to this bounding box.
*/
translate( offset ) {
this.min.add( offset );
this.max.add( offset );
return this;
}
/**
* Returns `true` if this bounding box is equal with the given one.
*
* @param {Box3} box - The box to test for equality.
* @return {boolean} Whether this bounding box is equal with the given one.
*/
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
/**
* Returns a serialized structure of the bounding box.
*
* @return {Object} Serialized structure with fields representing the object state.
*/
toJSON() {
return {
min: this.min.toArray(),
max: this.max.toArray()
};
}
/**
* Returns a serialized structure of the bounding box.
*
* @param {Object} json - The serialized json to set the box from.
* @return {Box3} A reference to this bounding box.
*/
fromJSON( json ) {
this.min.fromArray( json.min );
this.max.fromArray( json.max );
return this;
}
}
const _points = [
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3()
];
const _vector$b = /*@__PURE__*/ new Vector3();
const _box$4 = /*@__PURE__*/ new Box3();
// triangle centered vertices
const _v0$1 = /*@__PURE__*/ new Vector3();
const _v1$4 = /*@__PURE__*/ new Vector3();
const _v2$3 = /*@__PURE__*/ new Vector3();
// triangle edge vectors
const _f0 = /*@__PURE__*/ new Vector3();
const _f1 = /*@__PURE__*/ new Vector3();
const _f2 = /*@__PURE__*/ new Vector3();
const _center = /*@__PURE__*/ new Vector3();
const _extents = /*@__PURE__*/ new Vector3();
const _triangleNormal = /*@__PURE__*/ new Vector3();
const _testAxis = /*@__PURE__*/ new Vector3();
function satForAxes( axes, v0, v1, v2, extents ) {
for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
_testAxis.fromArray( axes, i );
// project the aabb onto the separating axis
const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
// project all 3 vertices of the triangle onto the separating axis
const p0 = v0.dot( _testAxis );
const p1 = v1.dot( _testAxis );
const p2 = v2.dot( _testAxis );
// actual test, basically see if either of the most extreme of the triangle points intersects r
if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
// points of the projected triangle are outside the projected half-length of the aabb
// the axis is separating and we can exit
return false;
}
}
return true;
}
// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
const _tables = /*@__PURE__*/ _generateTables();
function _generateTables() {
// float32 to float16 helpers
const buffer = new ArrayBuffer( 4 );
const floatView = new Float32Array( buffer );
const uint32View = new Uint32Array( buffer );
const baseTable = new Uint32Array( 512 );
const shiftTable = new Uint32Array( 512 );
for ( let i = 0; i < 256; ++ i ) {
const e = i - 127;
// very small number (0, -0)
if ( e < -27 ) {
baseTable[ i ] = 0x0000;
baseTable[ i | 0x100 ] = 0x8000;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// small number (denorm)
} else if ( e < -14 ) {
baseTable[ i ] = 0x0400 >> ( - e - 14 );
baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
shiftTable[ i ] = - e - 1;
shiftTable[ i | 0x100 ] = - e - 1;
// normal number
} else if ( e <= 15 ) {
baseTable[ i ] = ( e + 15 ) << 10;
baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
// large number (Infinity, -Infinity)
} else if ( e < 128 ) {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// stay (NaN, Infinity, -Infinity)
} else {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
}
}
// float16 to float32 helpers
const mantissaTable = new Uint32Array( 2048 );
const exponentTable = new Uint32Array( 64 );
const offsetTable = new Uint32Array( 64 );
for ( let i = 1; i < 1024; ++ i ) {
let m = i << 13; // zero pad mantissa bits
let e = 0; // zero exponent
// normalized
while ( ( m & 0x00800000 ) === 0 ) {
m <<= 1;
e -= 0x00800000; // decrement exponent
}
m &= -8388609; // clear leading 1 bit
e += 0x38800000; // adjust bias
mantissaTable[ i ] = m | e;
}
for ( let i = 1024; i < 2048; ++ i ) {
mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
}
for ( let i = 1; i < 31; ++ i ) {
exponentTable[ i ] = i << 23;
}
exponentTable[ 31 ] = 0x47800000;
exponentTable[ 32 ] = 0x80000000;
for ( let i = 33; i < 63; ++ i ) {
exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
}
exponentTable[ 63 ] = 0xc7800000;
for ( let i = 1; i < 64; ++ i ) {
if ( i !== 32 ) {
offsetTable[ i ] = 1024;
}
}
return {
floatView: floatView,
uint32View: uint32View,
baseTable: baseTable,
shiftTable: shiftTable,
mantissaTable: mantissaTable,
exponentTable: exponentTable,
offsetTable: offsetTable
};
}
/**
* Returns a half precision floating point value (FP16) from the given single
* precision floating point value (FP32).
*
* @param {number} val - A single precision floating point value.
* @return {number} The FP16 value.
*/
function toHalfFloat( val ) {
if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
val = clamp( val, -65504, 65504 );
_tables.floatView[ 0 ] = val;
const f = _tables.uint32View[ 0 ];
const e = ( f >> 23 ) & 0x1ff;
return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
}
/**
* Returns a single precision floating point value (FP32) from the given half
* precision floating point value (FP16).
*
* @param {number} val - A half precision floating point value.
* @return {number} The FP32 value.
*/
function fromHalfFloat( val ) {
const m = val >> 10;
_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
return _tables.floatView[ 0 ];
}
/**
* A class containing utility functions for data.
*
* @hideconstructor
*/
class DataUtils {
/**
* Returns a half precision floating point value (FP16) from the given single
* precision floating point value (FP32).
*
* @param {number} val - A single precision floating point value.
* @return {number} The FP16 value.
*/
static toHalfFloat( val ) {
return toHalfFloat( val );
}
/**
* Returns a single precision floating point value (FP32) from the given half
* precision floating point value (FP16).
*
* @param {number} val - A half precision floating point value.
* @return {number} The FP32 value.
*/
static fromHalfFloat( val ) {
return fromHalfFloat( val );
}
}
const _vector$a = /*@__PURE__*/ new Vector3();
const _vector2$1 = /*@__PURE__*/ new Vector2();
let _id$2 = 0;
/**
* This class stores data for an attribute (such as vertex positions, face
* indices, normals, colors, UVs, and any custom attributes ) associated with
* a geometry, which allows for more efficient passing of data to the GPU.
*
* When working with vector-like data, the `fromBufferAttribute( attribute, index )`
* helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
*/
class BufferAttribute extends EventDispatcher {
/**
* Constructs a new buffer attribute.
*
* @param {TypedArray} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized = false ) {
super();
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBufferAttribute = true;
/**
* The ID of the buffer attribute.
*
* @name BufferAttribute#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _id$2 ++ } );
/**
* The name of the buffer attribute.
*
* @type {string}
*/
this.name = '';
/**
* The array holding the attribute data. It should have `itemSize * numVertices`
* elements, where `numVertices` is the number of vertices in the associated geometry.
*
* @type {TypedArray}
*/
this.array = array;
/**
* The number of values of the array that should be associated with a particular vertex.
* For instance, if this attribute is storing a 3-component vector (such as a position,
* normal, or color), then the value should be `3`.
*
* @type {number}
*/
this.itemSize = itemSize;
/**
* Represents the number of items this buffer attribute stores. It is internally computed
* by dividing the `array` length by the `itemSize`.
*
* @type {number}
* @readonly
*/
this.count = array !== undefined ? array.length / itemSize : 0;
/**
* Applies to integer data only. Indicates how the underlying data in the buffer maps to
* the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
* and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
* `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
* to floats unmodified, i.e. `65535` becomes `65535.0f`.
*
* @type {boolean}
*/
this.normalized = normalized;
/**
* Defines the intended usage pattern of the data store for optimization purposes.
*
* Note: After the initial use of a buffer, its usage cannot be changed. Instead,
* instantiate a new one and set the desired usage before the next render.
*
* @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
* @default StaticDrawUsage
*/
this.usage = StaticDrawUsage;
/**
* This can be used to only update some components of stored vectors (for example, just the
* component related to color). Use the `addUpdateRange()` function to add ranges to this array.
*
* @type {Array<Object>}
*/
this.updateRanges = [];
/**
* Configures the bound GPU type for use in shaders.
*
* Note: this only has an effect for integer arrays and is not configurable for float arrays.
* For lower precision float types, use `Float16BufferAttribute`.
*
* @type {(FloatType|IntType)}
* @default FloatType
*/
this.gpuType = FloatType;
/**
* A version number, incremented every time the `needsUpdate` is set to `true`.
*
* @type {number}
*/
this.version = 0;
}
/**
* A callback function that is executed after the renderer has transferred the attribute
* array data to the GPU.
*/
onUploadCallback() {}
/**
* Flag to indicate that this attribute has changed and should be re-sent to
* the GPU. Set this to `true` when you modify the value of the array.
*
* @type {number}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
/**
* Sets the usage of this buffer attribute.
*
* @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
* @return {BufferAttribute} A reference to this buffer attribute.
*/
setUsage( value ) {
this.usage = value;
return this;
}
/**
* Adds a range of data in the data array to be updated on the GPU.
*
* @param {number} start - Position at which to start update.
* @param {number} count - The number of components to update.
*/
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
/**
* Clears the update ranges.
*/
clearUpdateRanges() {
this.updateRanges.length = 0;
}
/**
* Copies the values of the given buffer attribute to this instance.
*
* @param {BufferAttribute} source - The buffer attribute to copy.
* @return {BufferAttribute} A reference to this instance.
*/
copy( source ) {
this.name = source.name;
this.array = new source.array.constructor( source.array );
this.itemSize = source.itemSize;
this.count = source.count;
this.normalized = source.normalized;
this.usage = source.usage;
this.gpuType = source.gpuType;
return this;
}
/**
* Copies a vector from the given buffer attribute to this one. The start
* and destination position in the attribute buffers are represented by the
* given indices.
*
* @param {number} index1 - The destination index into this buffer attribute.
* @param {BufferAttribute} attribute - The buffer attribute to copy from.
* @param {number} index2 - The source index into the given buffer attribute.
* @return {BufferAttribute} A reference to this instance.
*/
copyAt( index1, attribute, index2 ) {
index1 *= this.itemSize;
index2 *= attribute.itemSize;
for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
}
/**
* Copies the given array data into this buffer attribute.
*
* @param {(TypedArray|Array)} array - The array to copy.
* @return {BufferAttribute} A reference to this instance.
*/
copyArray( array ) {
this.array.set( array );
return this;
}
/**
* Applies the given 3x3 matrix to the given attribute. Works with
* item size `2` and `3`.
*
* @param {Matrix3} m - The matrix to apply.
* @return {BufferAttribute} A reference to this instance.
*/
applyMatrix3( m ) {
if ( this.itemSize === 2 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector2$1.fromBufferAttribute( this, i );
_vector2$1.applyMatrix3( m );
this.setXY( i, _vector2$1.x, _vector2$1.y );
}
} else if ( this.itemSize === 3 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$a.fromBufferAttribute( this, i );
_vector$a.applyMatrix3( m );
this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
}
}
return this;
}
/**
* Applies the given 4x4 matrix to the given attribute. Only works with
* item size `3`.
*
* @param {Matrix4} m - The matrix to apply.
* @return {BufferAttribute} A reference to this instance.
*/
applyMatrix4( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$a.fromBufferAttribute( this, i );
_vector$a.applyMatrix4( m );
this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
}
return this;
}
/**
* Applies the given 3x3 normal matrix to the given attribute. Only works with
* item size `3`.
*
* @param {Matrix3} m - The normal matrix to apply.
* @return {BufferAttribute} A reference to this instance.
*/
applyNormalMatrix( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$a.fromBufferAttribute( this, i );
_vector$a.applyNormalMatrix( m );
this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
}
return this;
}
/**
* Applies the given 4x4 matrix to the given attribute. Only works with
* item size `3` and with direction vectors.
*
* @param {Matrix4} m - The matrix to apply.
* @return {BufferAttribute} A reference to this instance.
*/
transformDirection( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$a.fromBufferAttribute( this, i );
_vector$a.transformDirection( m );
this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
}
return this;
}
/**
* Sets the given array data in the buffer attribute.
*
* @param {(TypedArray|Array)} value - The array data to set.
* @param {number} [offset=0] - The offset in this buffer attribute's array.
* @return {BufferAttribute} A reference to this instance.
*/
set( value, offset = 0 ) {
// Matching BufferAttribute constructor, do not normalize the array.
this.array.set( value, offset );
return this;
}
/**
* Returns the given component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} component - The component index.
* @return {number} The returned value.
*/
getComponent( index, component ) {
let value = this.array[ index * this.itemSize + component ];
if ( this.normalized ) value = denormalize( value, this.array );
return value;
}
/**
* Sets the given value to the given component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} component - The component index.
* @param {number} value - The value to set.
* @return {BufferAttribute} A reference to this instance.
*/
setComponent( index, component, value ) {
if ( this.normalized ) value = normalize( value, this.array );
this.array[ index * this.itemSize + component ] = value;
return this;
}
/**
* Returns the x component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The x component.
*/
getX( index ) {
let x = this.array[ index * this.itemSize ];
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
/**
* Sets the x component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value to set.
* @return {BufferAttribute} A reference to this instance.
*/
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.array[ index * this.itemSize ] = x;
return this;
}
/**
* Returns the y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The y component.
*/
getY( index ) {
let y = this.array[ index * this.itemSize + 1 ];
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
/**
* Sets the y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} y - The value to set.
* @return {BufferAttribute} A reference to this instance.
*/
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.array[ index * this.itemSize + 1 ] = y;
return this;
}
/**
* Returns the z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The z component.
*/
getZ( index ) {
let z = this.array[ index * this.itemSize + 2 ];
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
/**
* Sets the z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} z - The value to set.
* @return {BufferAttribute} A reference to this instance.
*/
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.array[ index * this.itemSize + 2 ] = z;
return this;
}
/**
* Returns the w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The w component.
*/
getW( index ) {
let w = this.array[ index * this.itemSize + 3 ];
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
/**
* Sets the w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} w - The value to set.
* @return {BufferAttribute} A reference to this instance.
*/
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.array[ index * this.itemSize + 3 ] = w;
return this;
}
/**
* Sets the x and y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @return {BufferAttribute} A reference to this instance.
*/
setXY( index, x, y ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
return this;
}
/**
* Sets the x, y and z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @param {number} z - The value for the z component to set.
* @return {BufferAttribute} A reference to this instance.
*/
setXYZ( index, x, y, z ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
return this;
}
/**
* Sets the x, y, z and w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @param {number} z - The value for the z component to set.
* @param {number} w - The value for the w component to set.
* @return {BufferAttribute} A reference to this instance.
*/
setXYZW( index, x, y, z, w ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
this.array[ index + 3 ] = w;
return this;
}
/**
* Sets the given callback function that is executed after the Renderer has transferred
* the attribute array data to the GPU. Can be used to perform clean-up operations after
* the upload when attribute data are not needed anymore on the CPU side.
*
* @param {Function} callback - The `onUpload()` callback.
* @return {BufferAttribute} A reference to this instance.
*/
onUpload( callback ) {
this.onUploadCallback = callback;
return this;
}
/**
* Returns a new buffer attribute with copied values from this instance.
*
* @return {BufferAttribute} A clone of this instance.
*/
clone() {
return new this.constructor( this.array, this.itemSize ).copy( this );
}
/**
* Serializes the buffer attribute into JSON.
*
* @return {Object} A JSON object representing the serialized buffer attribute.
*/
toJSON() {
const data = {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: Array.from( this.array ),
normalized: this.normalized
};
data.name = this.name;
data.usage = this.usage;
data.gpuType = this.gpuType;
return data;
}
/**
* Disposes of the buffer attribute. Available only in {@link WebGPURenderer}.
*/
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
/**
* Convenient class that can be used when creating a `Int8` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Int8BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Int8Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `UInt8` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Uint8BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Uint8Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Uint8ClampedBufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Uint8ClampedArray( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `Int16` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Int16BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Int16Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `UInt16` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Uint16BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Uint16Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `Int32` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Int32BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Int32Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `UInt32` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Uint32BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Uint32Array( array ), itemSize, normalized );
}
}
/**
* Convenient class that can be used when creating a `Float16` buffer attribute with
* a plain `Array` instance.
*
* This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
* browser support is still problematic.
*
* @augments BufferAttribute
*/
class Float16BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Uint16Array( array ), itemSize, normalized );
this.isFloat16BufferAttribute = true;
}
getX( index ) {
let x = fromHalfFloat( this.array[ index * this.itemSize ] );
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.array[ index * this.itemSize ] = toHalfFloat( x );
return this;
}
getY( index ) {
let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
return this;
}
getZ( index ) {
let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
return this;
}
getW( index ) {
let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
return this;
}
setXY( index, x, y ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
return this;
}
setXYZ( index, x, y, z ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
this.array[ index + 2 ] = toHalfFloat( z );
return this;
}
setXYZW( index, x, y, z, w ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.array[ index + 0 ] = toHalfFloat( x );
this.array[ index + 1 ] = toHalfFloat( y );
this.array[ index + 2 ] = toHalfFloat( z );
this.array[ index + 3 ] = toHalfFloat( w );
return this;
}
}
/**
* Convenient class that can be used when creating a `Float32` buffer attribute with
* a plain `Array` instance.
*
* @augments BufferAttribute
*/
class Float32BufferAttribute extends BufferAttribute {
/**
* Constructs a new buffer attribute.
*
* @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( array, itemSize, normalized ) {
super( new Float32Array( array ), itemSize, normalized );
}
}
const _box$3 = /*@__PURE__*/ new Box3();
const _v1$3 = /*@__PURE__*/ new Vector3();
const _v2$2 = /*@__PURE__*/ new Vector3();
/**
* An analytical 3D sphere defined by a center and radius. This class is mainly
* used as a Bounding Sphere for 3D objects.
*/
class Sphere {
/**
* Constructs a new sphere.
*
* @param {Vector3} [center=(0,0,0)] - The center of the sphere
* @param {number} [radius=-1] - The radius of the sphere.
*/
constructor( center = new Vector3(), radius = -1 ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSphere = true;
/**
* The center of the sphere
*
* @type {Vector3}
*/
this.center = center;
/**
* The radius of the sphere.
*
* @type {number}
*/
this.radius = radius;
}
/**
* Sets the sphere's components by copying the given values.
*
* @param {Vector3} center - The center.
* @param {number} radius - The radius.
* @return {Sphere} A reference to this sphere.
*/
set( center, radius ) {
this.center.copy( center );
this.radius = radius;
return this;
}
/**
* Computes the minimum bounding sphere for list of points.
* If the optional center point is given, it is used as the sphere's
* center. Otherwise, the center of the axis-aligned bounding box
* encompassing the points is calculated.
*
* @param {Array<Vector3>} points - A list of points in 3D space.
* @param {Vector3} [optionalCenter] - The center of the sphere.
* @return {Sphere} A reference to this sphere.
*/
setFromPoints( points, optionalCenter ) {
const center = this.center;
if ( optionalCenter !== undefined ) {
center.copy( optionalCenter );
} else {
_box$3.setFromPoints( points ).getCenter( center );
}
let maxRadiusSq = 0;
for ( let i = 0, il = points.length; i < il; i ++ ) {
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
}
this.radius = Math.sqrt( maxRadiusSq );
return this;
}
/**
* Copies the values of the given sphere to this instance.
*
* @param {Sphere} sphere - The sphere to copy.
* @return {Sphere} A reference to this sphere.
*/
copy( sphere ) {
this.center.copy( sphere.center );
this.radius = sphere.radius;
return this;
}
/**
* Returns `true` if the sphere is empty (the radius set to a negative number).
*
* Spheres with a radius of `0` contain only their center point and are not
* considered to be empty.
*
* @return {boolean} Whether this sphere is empty or not.
*/
isEmpty() {
return ( this.radius < 0 );
}
/**
* Makes this sphere empty which means in encloses a zero space in 3D.
*
* @return {Sphere} A reference to this sphere.
*/
makeEmpty() {
this.center.set( 0, 0, 0 );
this.radius = -1;
return this;
}
/**
* Returns `true` if this sphere contains the given point inclusive of
* the surface of the sphere.
*
* @param {Vector3} point - The point to check.
* @return {boolean} Whether this sphere contains the given point or not.
*/
containsPoint( point ) {
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
}
/**
* Returns the closest distance from the boundary of the sphere to the
* given point. If the sphere contains the point, the distance will
* be negative.
*
* @param {Vector3} point - The point to compute the distance to.
* @return {number} The distance to the point.
*/
distanceToPoint( point ) {
return ( point.distanceTo( this.center ) - this.radius );
}
/**
* Returns `true` if this sphere intersects with the given one.
*
* @param {Sphere} sphere - The sphere to test.
* @return {boolean} Whether this sphere intersects with the given one or not.
*/
intersectsSphere( sphere ) {
const radiusSum = this.radius + sphere.radius;
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
}
/**
* Returns `true` if this sphere intersects with the given box.
*
* @param {Box3} box - The box to test.
* @return {boolean} Whether this sphere intersects with the given box or not.
*/
intersectsBox( box ) {
return box.intersectsSphere( this );
}
/**
* Returns `true` if this sphere intersects with the given plane.
*
* @param {Plane} plane - The plane to test.
* @return {boolean} Whether this sphere intersects with the given plane or not.
*/
intersectsPlane( plane ) {
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
}
/**
* Clamps a point within the sphere. If the point is outside the sphere, it
* will clamp it to the closest point on the edge of the sphere. Points
* already inside the sphere will not be affected.
*
* @param {Vector3} point - The plane to clamp.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The clamped point.
*/
clampPoint( point, target ) {
const deltaLengthSq = this.center.distanceToSquared( point );
target.copy( point );
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
target.sub( this.center ).normalize();
target.multiplyScalar( this.radius ).add( this.center );
}
return target;
}
/**
* Returns a bounding box that encloses this sphere.
*
* @param {Box3} target - The target box that is used to store the method's result.
* @return {Box3} The bounding box that encloses this sphere.
*/
getBoundingBox( target ) {
if ( this.isEmpty() ) {
// Empty sphere produces empty bounding box
target.makeEmpty();
return target;
}
target.set( this.center, this.center );
target.expandByScalar( this.radius );
return target;
}
/**
* Transforms this sphere with the given 4x4 transformation matrix.
*
* @param {Matrix4} matrix - The transformation matrix.
* @return {Sphere} A reference to this sphere.
*/
applyMatrix4( matrix ) {
this.center.applyMatrix4( matrix );
this.radius = this.radius * matrix.getMaxScaleOnAxis();
return this;
}
/**
* Translates the sphere's center by the given offset.
*
* @param {Vector3} offset - The offset.
* @return {Sphere} A reference to this sphere.
*/
translate( offset ) {
this.center.add( offset );
return this;
}
/**
* Expands the boundaries of this sphere to include the given point.
*
* @param {Vector3} point - The point to include.
* @return {Sphere} A reference to this sphere.
*/
expandByPoint( point ) {
if ( this.isEmpty() ) {
this.center.copy( point );
this.radius = 0;
return this;
}
_v1$3.subVectors( point, this.center );
const lengthSq = _v1$3.lengthSq();
if ( lengthSq > ( this.radius * this.radius ) ) {
// calculate the minimal sphere
const length = Math.sqrt( lengthSq );
const delta = ( length - this.radius ) * 0.5;
this.center.addScaledVector( _v1$3, delta / length );
this.radius += delta;
}
return this;
}
/**
* Expands this sphere to enclose both the original sphere and the given sphere.
*
* @param {Sphere} sphere - The sphere to include.
* @return {Sphere} A reference to this sphere.
*/
union( sphere ) {
if ( sphere.isEmpty() ) {
return this;
}
if ( this.isEmpty() ) {
this.copy( sphere );
return this;
}
if ( this.center.equals( sphere.center ) === true ) {
this.radius = Math.max( this.radius, sphere.radius );
} else {
_v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
}
return this;
}
/**
* Returns `true` if this sphere is equal with the given one.
*
* @param {Sphere} sphere - The sphere to test for equality.
* @return {boolean} Whether this bounding sphere is equal with the given one.
*/
equals( sphere ) {
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
}
/**
* Returns a new sphere with copied values from this instance.
*
* @return {Sphere} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Returns a serialized structure of the bounding sphere.
*
* @return {Object} Serialized structure with fields representing the object state.
*/
toJSON() {
return {
radius: this.radius,
center: this.center.toArray()
};
}
/**
* Returns a serialized structure of the bounding sphere.
*
* @param {Object} json - The serialized json to set the sphere from.
* @return {Sphere} A reference to this bounding sphere.
*/
fromJSON( json ) {
this.radius = json.radius;
this.center.fromArray( json.center );
return this;
}
}
let _id$1 = 0;
const _m1 = /*@__PURE__*/ new Matrix4();
const _obj = /*@__PURE__*/ new Object3D();
const _offset = /*@__PURE__*/ new Vector3();
const _box$2 = /*@__PURE__*/ new Box3();
const _boxMorphTargets = /*@__PURE__*/ new Box3();
const _vector$9 = /*@__PURE__*/ new Vector3();
/**
* A representation of mesh, line, or point geometry. Includes vertex
* positions, face indices, normals, colors, UVs, and custom attributes
* within buffers, reducing the cost of passing all this data to the GPU.
*
* ```js
* const geometry = new THREE.BufferGeometry();
* // create a simple square shape. We duplicate the top left and bottom right
* // vertices because each vertex needs to appear once per triangle.
* const vertices = new Float32Array( [
* -1.0, -1.0, 1.0, // v0
* 1.0, -1.0, 1.0, // v1
* 1.0, 1.0, 1.0, // v2
*
* 1.0, 1.0, 1.0, // v3
* -1.0, 1.0, 1.0, // v4
* -1.0, -1.0, 1.0 // v5
* ] );
* // itemSize = 3 because there are 3 values (components) per vertex
* geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
* const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
* const mesh = new THREE.Mesh( geometry, material );
* ```
*
* @augments EventDispatcher
*/
class BufferGeometry extends EventDispatcher {
/**
* Constructs a new geometry.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBufferGeometry = true;
/**
* The ID of the geometry.
*
* @name BufferGeometry#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _id$1 ++ } );
/**
* The UUID of the geometry.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The name of the geometry.
*
* @type {string}
*/
this.name = '';
this.type = 'BufferGeometry';
/**
* Allows for vertices to be re-used across multiple triangles; this is
* called using "indexed triangles". Each triangle is associated with the
* indices of three vertices. This attribute therefore stores the index of
* each vertex for each triangular face. If this attribute is not set, the
* renderer assumes that each three contiguous positions represent a single triangle.
*
* @type {?BufferAttribute}
* @default null
*/
this.index = null;
/**
* A (storage) buffer attribute which was generated with a compute shader and
* now defines indirect draw calls.
*
* Can only be used with {@link WebGPURenderer} and a WebGPU backend.
*
* @type {?BufferAttribute}
* @default null
*/
this.indirect = null;
/**
* The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
*
* Can only be used with {@link WebGPURenderer} and a WebGPU backend.
*
* @type {number|Array<number>}
* @default 0
*/
this.indirectOffset = 0;
/**
* This dictionary has as id the name of the attribute to be set and as value
* the buffer attribute to set it to. Rather than accessing this property directly,
* use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
*
* @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
*/
this.attributes = {};
/**
* This dictionary holds the morph targets of the geometry.
*
* Note: Once the geometry has been rendered, the morph attribute data cannot
* be changed. You will have to call `dispose()`, and create a new geometry instance.
*
* @type {Object}
*/
this.morphAttributes = {};
/**
* Used to control the morph target behavior; when set to `true`, the morph
* target data is treated as relative offsets, rather than as absolute
* positions/normals.
*
* @type {boolean}
* @default false
*/
this.morphTargetsRelative = false;
/**
* Split the geometry into groups, each of which will be rendered in a
* separate draw call. This allows an array of materials to be used with the geometry.
*
* Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
*
* Every vertex and index must belong to exactly one group — groups must not share vertices or
* indices, and must not leave vertices or indices unused.
*
* @type {Array<Object>}
*/
this.groups = [];
/**
* Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
*
* @type {?Box3}
* @default null
*/
this.boundingBox = null;
/**
* Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
*
* @type {?Sphere}
* @default null
*/
this.boundingSphere = null;
/**
* Determines the part of the geometry to render. This should not be set directly,
* instead use `setDrawRange()`.
*
* @type {{start:number,count:number}}
*/
this.drawRange = { start: 0, count: Infinity };
/**
* An object that can be used to store custom data about the geometry.
* It should not hold references to functions as these will not be cloned.
*
* @type {Object}
*/
this.userData = {};
/**
* `true` when the geometry has been transformed since construction
* (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for
* geometry generators (subclasses that populate `parameters`): when set,
* {@link BufferGeometry#toJSON} omits `parameters` since they no longer
* describe the geometry.
*
* @private
* @type {boolean}
* @default false
*/
this._transformed = false;
}
/**
* Returns the index of this geometry.
*
* @return {?BufferAttribute} The index. Returns `null` if no index is defined.
*/
getIndex() {
return this.index;
}
/**
* Sets the given index to this geometry.
*
* @param {Array<number>|BufferAttribute} index - The index to set.
* @return {BufferGeometry} A reference to this instance.
*/
setIndex( index ) {
if ( Array.isArray( index ) ) {
this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
} else {
this.index = index;
}
return this;
}
/**
* Sets the given indirect attribute to this geometry.
*
* @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
* @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
* @return {BufferGeometry} A reference to this instance.
*/
setIndirect( indirect, indirectOffset = 0 ) {
this.indirect = indirect;
this.indirectOffset = indirectOffset;
return this;
}
/**
* Returns the indirect attribute of this geometry.
*
* @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
*/
getIndirect() {
return this.indirect;
}
/**
* Returns the buffer attribute for the given name.
*
* @param {string} name - The attribute name.
* @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
* Returns `undefined` if not attribute has been found.
*/
getAttribute( name ) {
return this.attributes[ name ];
}
/**
* Sets the given attribute for the given name.
*
* @param {string} name - The attribute name.
* @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
* @return {BufferGeometry} A reference to this instance.
*/
setAttribute( name, attribute ) {
this.attributes[ name ] = attribute;
return this;
}
/**
* Deletes the attribute for the given name.
*
* @param {string} name - The attribute name to delete.
* @return {BufferGeometry} A reference to this instance.
*/
deleteAttribute( name ) {
delete this.attributes[ name ];
return this;
}
/**
* Returns `true` if this geometry has an attribute for the given name.
*
* @param {string} name - The attribute name.
* @return {boolean} Whether this geometry has an attribute for the given name or not.
*/
hasAttribute( name ) {
return this.attributes[ name ] !== undefined;
}
/**
* Adds a group to this geometry.
*
* @param {number} start - The first element in this draw call. That is the first
* vertex for non-indexed geometry, otherwise the first triangle index.
* @param {number} count - Specifies how many vertices (or indices) are part of this group.
* @param {number} [materialIndex=0] - The material array index to use.
*/
addGroup( start, count, materialIndex = 0 ) {
this.groups.push( {
start: start,
count: count,
materialIndex: materialIndex
} );
}
/**
* Clears all groups.
*/
clearGroups() {
this.groups = [];
}
/**
* Sets the draw range for this geometry.
*
* @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
* @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
* For indexed BufferGeometry, `count` is the number of indices to render.
*/
setDrawRange( start, count ) {
this.drawRange.start = start;
this.drawRange.count = count;
}
/**
* Applies the given 4x4 transformation matrix to the geometry.
*
* @param {Matrix4} matrix - The matrix to apply.
* @return {BufferGeometry} A reference to this instance.
*/
applyMatrix4( matrix ) {
const position = this.attributes.position;
if ( position !== undefined ) {
position.applyMatrix4( matrix );
position.needsUpdate = true;
}
const normal = this.attributes.normal;
if ( normal !== undefined ) {
const normalMatrix = new Matrix3().getNormalMatrix( matrix );
normal.applyNormalMatrix( normalMatrix );
normal.needsUpdate = true;
}
const tangent = this.attributes.tangent;
if ( tangent !== undefined ) {
tangent.transformDirection( matrix );
tangent.needsUpdate = true;
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
this._transformed = true;
return this;
}
/**
* Applies the rotation represented by the Quaternion to the geometry.
*
* @param {Quaternion} q - The Quaternion to apply.
* @return {BufferGeometry} A reference to this instance.
*/
applyQuaternion( q ) {
_m1.makeRotationFromQuaternion( q );
this.applyMatrix4( _m1 );
return this;
}
/**
* Rotates the geometry about the X axis. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#rotation} for typical
* real-time mesh rotation.
*
* @param {number} angle - The angle in radians.
* @return {BufferGeometry} A reference to this instance.
*/
rotateX( angle ) {
// rotate geometry around world x-axis
_m1.makeRotationX( angle );
this.applyMatrix4( _m1 );
return this;
}
/**
* Rotates the geometry about the Y axis. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#rotation} for typical
* real-time mesh rotation.
*
* @param {number} angle - The angle in radians.
* @return {BufferGeometry} A reference to this instance.
*/
rotateY( angle ) {
// rotate geometry around world y-axis
_m1.makeRotationY( angle );
this.applyMatrix4( _m1 );
return this;
}
/**
* Rotates the geometry about the Z axis. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#rotation} for typical
* real-time mesh rotation.
*
* @param {number} angle - The angle in radians.
* @return {BufferGeometry} A reference to this instance.
*/
rotateZ( angle ) {
// rotate geometry around world z-axis
_m1.makeRotationZ( angle );
this.applyMatrix4( _m1 );
return this;
}
/**
* Translates the geometry. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#position} for typical
* real-time mesh rotation.
*
* @param {number} x - The x offset.
* @param {number} y - The y offset.
* @param {number} z - The z offset.
* @return {BufferGeometry} A reference to this instance.
*/
translate( x, y, z ) {
// translate geometry
_m1.makeTranslation( x, y, z );
this.applyMatrix4( _m1 );
return this;
}
/**
* Scales the geometry. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#scale} for typical
* real-time mesh rotation.
*
* @param {number} x - The x scale.
* @param {number} y - The y scale.
* @param {number} z - The z scale.
* @return {BufferGeometry} A reference to this instance.
*/
scale( x, y, z ) {
// scale geometry
_m1.makeScale( x, y, z );
this.applyMatrix4( _m1 );
return this;
}
/**
* Rotates the geometry to face a point in 3D space. This is typically done as a one time
* operation, and not during a loop. Use {@link Object3D#lookAt} for typical
* real-time mesh rotation.
*
* @param {Vector3} vector - The target point.
* @return {BufferGeometry} A reference to this instance.
*/
lookAt( vector ) {
_obj.lookAt( vector );
_obj.updateMatrix();
this.applyMatrix4( _obj.matrix );
return this;
}
/**
* Center the geometry based on its bounding box.
*
* @return {BufferGeometry} A reference to this instance.
*/
center() {
this.computeBoundingBox();
this.boundingBox.getCenter( _offset ).negate();
this.translate( _offset.x, _offset.y, _offset.z );
return this;
}
/**
* Defines a geometry by creating a `position` attribute based on the given array of points. The array
* can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
* set to `0`.
*
* If the method is used with an existing `position` attribute, the vertex data are overwritten with the
* data from the array. The length of the array must match the vertex count.
*
* @param {Array<Vector2>|Array<Vector3>} points - The points.
* @return {BufferGeometry} A reference to this instance.
*/
setFromPoints( points ) {
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute === undefined ) {
const position = [];
for ( let i = 0, l = points.length; i < l; i ++ ) {
const point = points[ i ];
position.push( point.x, point.y, point.z || 0 );
}
this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
} else {
const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
for ( let i = 0; i < l; i ++ ) {
const point = points[ i ];
positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
}
if ( points.length > positionAttribute.count ) {
warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
}
positionAttribute.needsUpdate = true;
}
return this;
}
/**
* Computes the bounding box of the geometry, and updates the `boundingBox` member.
* The bounding box is not computed by the engine; it must be computed by your app.
* You may need to recompute the bounding box if the geometry vertices are modified.
*/
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
this.boundingBox.set(
new Vector3( - Infinity, - Infinity, - Infinity ),
new Vector3( + Infinity, + Infinity, + Infinity )
);
return;
}
if ( position !== undefined ) {
this.boundingBox.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_box$2.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$9.addVectors( this.boundingBox.min, _box$2.min );
this.boundingBox.expandByPoint( _vector$9 );
_vector$9.addVectors( this.boundingBox.max, _box$2.max );
this.boundingBox.expandByPoint( _vector$9 );
} else {
this.boundingBox.expandByPoint( _box$2.min );
this.boundingBox.expandByPoint( _box$2.max );
}
}
}
} else {
this.boundingBox.makeEmpty();
}
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
}
}
/**
* Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
* The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
* You may need to recompute the bounding sphere if the geometry vertices are modified.
*/
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
this.boundingSphere.set( new Vector3(), Infinity );
return;
}
if ( position ) {
// first, find the center of the bounding sphere
const center = this.boundingSphere.center;
_box$2.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_boxMorphTargets.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
_box$2.expandByPoint( _vector$9 );
_vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
_box$2.expandByPoint( _vector$9 );
} else {
_box$2.expandByPoint( _boxMorphTargets.min );
_box$2.expandByPoint( _boxMorphTargets.max );
}
}
}
_box$2.getCenter( center );
// second, try to find a boundingSphere with a radius smaller than the
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
let maxRadiusSq = 0;
for ( let i = 0, il = position.count; i < il; i ++ ) {
_vector$9.fromBufferAttribute( position, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
}
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
const morphTargetsRelative = this.morphTargetsRelative;
for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
_vector$9.fromBufferAttribute( morphAttribute, j );
if ( morphTargetsRelative ) {
_offset.fromBufferAttribute( position, j );
_vector$9.add( _offset );
}
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
}
}
}
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
if ( isNaN( this.boundingSphere.radius ) ) {
error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
}
}
}
/**
* Calculates and adds a tangent attribute to this geometry.
*
* The computation is only supported for indexed geometries and if position, normal, and uv attributes
* are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
* {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
*/
computeTangents() {
const index = this.index;
const attributes = this.attributes;
// based on http://www.terathon.com/code/tangent.html
// (per vertex tangents)
if ( index === null ||
attributes.position === undefined ||
attributes.normal === undefined ||
attributes.uv === undefined ) {
error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
return;
}
const positionAttribute = attributes.position;
const normalAttribute = attributes.normal;
const uvAttribute = attributes.uv;
let tangentAttribute = this.getAttribute( 'tangent' );
if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) {
tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 );
this.setAttribute( 'tangent', tangentAttribute );
}
const tan1 = [], tan2 = [];
for ( let i = 0; i < positionAttribute.count; i ++ ) {
tan1[ i ] = new Vector3();
tan2[ i ] = new Vector3();
}
const vA = new Vector3(),
vB = new Vector3(),
vC = new Vector3(),
uvA = new Vector2(),
uvB = new Vector2(),
uvC = new Vector2(),
sdir = new Vector3(),
tdir = new Vector3();
function handleTriangle( a, b, c ) {
vA.fromBufferAttribute( positionAttribute, a );
vB.fromBufferAttribute( positionAttribute, b );
vC.fromBufferAttribute( positionAttribute, c );
uvA.fromBufferAttribute( uvAttribute, a );
uvB.fromBufferAttribute( uvAttribute, b );
uvC.fromBufferAttribute( uvAttribute, c );
vB.sub( vA );
vC.sub( vA );
uvB.sub( uvA );
uvC.sub( uvA );
const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
// silently ignore degenerate uv triangles having coincident or colinear vertices
if ( ! isFinite( r ) ) return;
sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
tan1[ a ].add( sdir );
tan1[ b ].add( sdir );
tan1[ c ].add( sdir );
tan2[ a ].add( tdir );
tan2[ b ].add( tdir );
tan2[ c ].add( tdir );
}
let groups = this.groups;
if ( groups.length === 0 ) {
groups = [ {
start: 0,
count: index.count
} ];
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleTriangle(
index.getX( j + 0 ),
index.getX( j + 1 ),
index.getX( j + 2 )
);
}
}
const tmp = new Vector3(), tmp2 = new Vector3();
const n = new Vector3(), n2 = new Vector3();
function handleVertex( v ) {
n.fromBufferAttribute( normalAttribute, v );
n2.copy( n );
const t = tan1[ v ];
// Gram-Schmidt orthogonalize
tmp.copy( t );
tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
// Calculate handedness
tmp2.crossVectors( n2, t );
const test = tmp2.dot( tan2[ v ] );
const w = ( test < 0.0 ) ? -1 : 1.0;
tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleVertex( index.getX( j + 0 ) );
handleVertex( index.getX( j + 1 ) );
handleVertex( index.getX( j + 2 ) );
}
}
this._transformed = true;
}
/**
* Computes vertex normals for the given vertex data. For indexed geometries, the method sets
* each vertex normal to be the average of the face normals of the faces that share that vertex.
* For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
* to be the same as the face normal.
*/
computeVertexNormals() {
const index = this.index;
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute !== undefined ) {
let normalAttribute = this.getAttribute( 'normal' );
if ( normalAttribute === undefined || normalAttribute.count !== positionAttribute.count ) {
normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
this.setAttribute( 'normal', normalAttribute );
} else {
// reset existing normals to zero
for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
normalAttribute.setXYZ( i, 0, 0, 0 );
}
}
const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
const cb = new Vector3(), ab = new Vector3();
// indexed elements
if ( index ) {
for ( let i = 0, il = index.count; i < il; i += 3 ) {
const vA = index.getX( i + 0 );
const vB = index.getX( i + 1 );
const vC = index.getX( i + 2 );
pA.fromBufferAttribute( positionAttribute, vA );
pB.fromBufferAttribute( positionAttribute, vB );
pC.fromBufferAttribute( positionAttribute, vC );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
nA.fromBufferAttribute( normalAttribute, vA );
nB.fromBufferAttribute( normalAttribute, vB );
nC.fromBufferAttribute( normalAttribute, vC );
nA.add( cb );
nB.add( cb );
nC.add( cb );
normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
}
} else {
// non-indexed elements (unconnected triangle soup)
for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
pA.fromBufferAttribute( positionAttribute, i + 0 );
pB.fromBufferAttribute( positionAttribute, i + 1 );
pC.fromBufferAttribute( positionAttribute, i + 2 );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
}
}
this.normalizeNormals();
normalAttribute.needsUpdate = true;
}
}
/**
* Ensures every normal vector in a geometry will have a magnitude of `1`. This will
* correct lighting on the geometry surfaces.
*/
normalizeNormals() {
const normals = this.attributes.normal;
for ( let i = 0, il = normals.count; i < il; i ++ ) {
_vector$9.fromBufferAttribute( normals, i );
_vector$9.normalize();
normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
}
/**
* Return a new non-index version of this indexed geometry. If the geometry
* is already non-indexed, the method is a NOOP.
*
* @return {BufferGeometry} The non-indexed version of this indexed geometry.
*/
toNonIndexed() {
function convertBufferAttribute( attribute, indices ) {
const array = attribute.array;
const itemSize = attribute.itemSize;
const normalized = attribute.normalized;
const array2 = new array.constructor( indices.length * itemSize );
let index = 0, index2 = 0;
for ( let i = 0, l = indices.length; i < l; i ++ ) {
if ( attribute.isInterleavedBufferAttribute ) {
index = indices[ i ] * attribute.data.stride + attribute.offset;
} else {
index = indices[ i ] * itemSize;
}
for ( let j = 0; j < itemSize; j ++ ) {
array2[ index2 ++ ] = array[ index ++ ];
}
}
return new BufferAttribute( array2, itemSize, normalized );
}
//
if ( this.index === null ) {
warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
return this;
}
const geometry2 = new BufferGeometry();
const indices = this.index.array;
const attributes = this.attributes;
// attributes
for ( const name in attributes ) {
const attribute = attributes[ name ];
const newAttribute = convertBufferAttribute( attribute, indices );
geometry2.setAttribute( name, newAttribute );
}
// morph attributes
const morphAttributes = this.morphAttributes;
for ( const name in morphAttributes ) {
const morphArray = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
const attribute = morphAttribute[ i ];
const newAttribute = convertBufferAttribute( attribute, indices );
morphArray.push( newAttribute );
}
geometry2.morphAttributes[ name ] = morphArray;
}
geometry2.morphTargetsRelative = this.morphTargetsRelative;
// groups
const groups = this.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
geometry2.addGroup( group.start, group.count, group.materialIndex );
}
return geometry2;
}
/**
* Serializes the geometry into JSON.
*
* @return {Object} A JSON object representing the serialized geometry.
*/
toJSON() {
const data = {
metadata: {
version: 4.7,
type: 'BufferGeometry',
generator: 'BufferGeometry.toJSON'
}
};
// standard BufferGeometry serialization
data.uuid = this.uuid;
data.type = ( this.parameters !== undefined && this._transformed === true ) ? 'BufferGeometry' : this.type;
data.name = this.name;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
if ( this.parameters !== undefined && this._transformed !== true ) {
const parameters = this.parameters;
for ( const key in parameters ) {
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
}
return data;
}
// for simplicity the code assumes attributes are not shared across geometries, see #15811
data.data = { attributes: {} };
const index = this.index;
if ( index !== null ) {
data.data.index = {
type: index.array.constructor.name,
array: Array.prototype.slice.call( index.array )
};
}
const attributes = this.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
data.data.attributes[ key ] = attribute.toJSON( data.data );
}
const morphAttributes = {};
let hasMorphAttributes = false;
for ( const key in this.morphAttributes ) {
const attributeArray = this.morphAttributes[ key ];
const array = [];
for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
const attribute = attributeArray[ i ];
array.push( attribute.toJSON( data.data ) );
}
if ( array.length > 0 ) {
morphAttributes[ key ] = array;
hasMorphAttributes = true;
}
}
if ( hasMorphAttributes ) {
data.data.morphAttributes = morphAttributes;
data.data.morphTargetsRelative = this.morphTargetsRelative;
}
const groups = this.groups;
if ( groups.length > 0 ) {
data.data.groups = JSON.parse( JSON.stringify( groups ) );
}
const boundingSphere = this.boundingSphere;
if ( boundingSphere !== null ) {
data.data.boundingSphere = boundingSphere.toJSON();
}
return data;
}
/**
* Returns a new geometry with copied values from this instance.
*
* @return {BufferGeometry} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given geometry to this instance.
*
* @param {BufferGeometry} source - The geometry to copy.
* @return {BufferGeometry} A reference to this instance.
*/
copy( source ) {
// reset
this.index = null;
this.attributes = {};
this.morphAttributes = {};
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
// used for storing cloned, shared data
const data = {};
// name
this.name = source.name;
// index
const index = source.index;
if ( index !== null ) {
this.setIndex( index.clone() );
}
// attributes
const attributes = source.attributes;
for ( const name in attributes ) {
const attribute = attributes[ name ];
this.setAttribute( name, attribute.clone( data ) );
}
// morph attributes
const morphAttributes = source.morphAttributes;
for ( const name in morphAttributes ) {
const array = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
array.push( morphAttribute[ i ].clone( data ) );
}
this.morphAttributes[ name ] = array;
}
this.morphTargetsRelative = source.morphTargetsRelative;
// groups
const groups = source.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
this.addGroup( group.start, group.count, group.materialIndex );
}
// bounding box
const boundingBox = source.boundingBox;
if ( boundingBox !== null ) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
const boundingSphere = source.boundingSphere;
if ( boundingSphere !== null ) {
this.boundingSphere = boundingSphere.clone();
}
// draw range
this.drawRange.start = source.drawRange.start;
this.drawRange.count = source.drawRange.count;
// user data
this.userData = source.userData;
// transformed flag
this._transformed = source._transformed;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires BufferGeometry#dispose
*/
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
/**
* "Interleaved" means that multiple attributes, possibly of different types,
* (e.g., position, normal, uv, color) are packed into a single array buffer.
*
* An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
*/
class InterleavedBuffer {
/**
* Constructs a new interleaved buffer.
*
* @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
* @param {number} stride - The number of typed-array elements per vertex.
*/
constructor( array, stride ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInterleavedBuffer = true;
/**
* A typed array with a shared buffer storing attribute data.
*
* @type {TypedArray}
*/
this.array = array;
/**
* The number of typed-array elements per vertex.
*
* @type {number}
*/
this.stride = stride;
/**
* The total number of elements in the array
*
* @type {number}
* @readonly
*/
this.count = array !== undefined ? array.length / stride : 0;
/**
* Defines the intended usage pattern of the data store for optimization purposes.
*
* Note: After the initial use of a buffer, its usage cannot be changed. Instead,
* instantiate a new one and set the desired usage before the next render.
*
* @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
* @default StaticDrawUsage
*/
this.usage = StaticDrawUsage;
/**
* This can be used to only update some components of stored vectors (for example, just the
* component related to color). Use the `addUpdateRange()` function to add ranges to this array.
*
* @type {Array<Object>}
*/
this.updateRanges = [];
/**
* A version number, incremented every time the `needsUpdate` is set to `true`.
*
* @type {number}
*/
this.version = 0;
/**
* The UUID of the interleaved buffer.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
}
/**
* A callback function that is executed after the renderer has transferred the attribute array
* data to the GPU.
*/
onUploadCallback() {}
/**
* Flag to indicate that this attribute has changed and should be re-sent to
* the GPU. Set this to `true` when you modify the value of the array.
*
* @type {number}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
/**
* Sets the usage of this interleaved buffer.
*
* @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
* @return {InterleavedBuffer} A reference to this interleaved buffer.
*/
setUsage( value ) {
this.usage = value;
return this;
}
/**
* Adds a range of data in the data array to be updated on the GPU.
*
* @param {number} start - Position at which to start update.
* @param {number} count - The number of components to update.
*/
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
/**
* Clears the update ranges.
*/
clearUpdateRanges() {
this.updateRanges.length = 0;
}
/**
* Copies the values of the given interleaved buffer to this instance.
*
* @param {InterleavedBuffer} source - The interleaved buffer to copy.
* @return {InterleavedBuffer} A reference to this instance.
*/
copy( source ) {
this.array = new source.array.constructor( source.array );
this.count = source.count;
this.stride = source.stride;
this.usage = source.usage;
return this;
}
/**
* Copies a vector from the given interleaved buffer to this one. The start
* and destination position in the attribute buffers are represented by the
* given indices.
*
* @param {number} index1 - The destination index into this interleaved buffer.
* @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
* @param {number} index2 - The source index into the given interleaved buffer.
* @return {InterleavedBuffer} A reference to this instance.
*/
copyAt( index1, interleavedBuffer, index2 ) {
index1 *= this.stride;
index2 *= interleavedBuffer.stride;
for ( let i = 0, l = this.stride; i < l; i ++ ) {
this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
}
return this;
}
/**
* Sets the given array data in the interleaved buffer.
*
* @param {(TypedArray|Array)} value - The array data to set.
* @param {number} [offset=0] - The offset in this interleaved buffer's array.
* @return {InterleavedBuffer} A reference to this instance.
*/
set( value, offset = 0 ) {
this.array.set( value, offset );
return this;
}
/**
* Returns a new interleaved buffer with copied values from this instance.
*
* @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
* @return {InterleavedBuffer} A clone of this instance.
*/
clone( data ) {
if ( data.arrayBuffers === undefined ) {
data.arrayBuffers = {};
}
if ( this.array.buffer._uuid === undefined ) {
this.array.buffer._uuid = generateUUID();
}
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
}
const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
const ib = new this.constructor( array, this.stride );
ib.setUsage( this.usage );
return ib;
}
/**
* Sets the given callback function that is executed after the Renderer has transferred
* the array data to the GPU. Can be used to perform clean-up operations after
* the upload when data are not needed anymore on the CPU side.
*
* @param {Function} callback - The `onUpload()` callback.
* @return {InterleavedBuffer} A reference to this instance.
*/
onUpload( callback ) {
this.onUploadCallback = callback;
return this;
}
/**
* Serializes the interleaved buffer into JSON.
*
* @param {Object} [data] - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized interleaved buffer.
*/
toJSON( data ) {
if ( data.arrayBuffers === undefined ) {
data.arrayBuffers = {};
}
// generate UUID for array buffer if necessary
if ( this.array.buffer._uuid === undefined ) {
this.array.buffer._uuid = generateUUID();
}
if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
}
//
const json = {
uuid: this.uuid,
buffer: this.array.buffer._uuid,
type: this.array.constructor.name,
stride: this.stride
};
json.usage = this.usage;
return json;
}
}
const _vector$8 = /*@__PURE__*/ new Vector3();
/**
* An alternative version of a buffer attribute with interleaved data. Interleaved
* attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
* different offsets into the buffer.
*/
class InterleavedBufferAttribute {
/**
* Constructs a new interleaved buffer attribute.
*
* @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
* @param {number} itemSize - The item size.
* @param {number} offset - The attribute offset into the buffer.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInterleavedBufferAttribute = true;
/**
* The name of the buffer attribute.
*
* @type {string}
*/
this.name = '';
/**
* The buffer holding the interleaved data.
*
* @type {InterleavedBuffer}
*/
this.data = interleavedBuffer;
/**
* The item size, see {@link BufferAttribute#itemSize}.
*
* @type {number}
*/
this.itemSize = itemSize;
/**
* The attribute offset into the buffer.
*
* @type {number}
*/
this.offset = offset;
/**
* Whether the data are normalized or not, see {@link BufferAttribute#normalized}
*
* @type {InterleavedBuffer}
*/
this.normalized = normalized;
}
/**
* The item count of this buffer attribute.
*
* @type {number}
* @readonly
*/
get count() {
return this.data.count;
}
/**
* The array holding the interleaved buffer attribute data.
*
* @type {TypedArray}
*/
get array() {
return this.data.array;
}
/**
* Flag to indicate that this attribute has changed and should be re-sent to
* the GPU. Set this to `true` when you modify the value of the array.
*
* @type {number}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
this.data.needsUpdate = value;
}
/**
* Applies the given 4x4 matrix to the given attribute. Only works with
* item size `3`.
*
* @param {Matrix4} m - The matrix to apply.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
applyMatrix4( m ) {
for ( let i = 0, l = this.data.count; i < l; i ++ ) {
_vector$8.fromBufferAttribute( this, i );
_vector$8.applyMatrix4( m );
this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
}
return this;
}
/**
* Applies the given 3x3 normal matrix to the given attribute. Only works with
* item size `3`.
*
* @param {Matrix3} m - The normal matrix to apply.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
applyNormalMatrix( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$8.fromBufferAttribute( this, i );
_vector$8.applyNormalMatrix( m );
this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
}
return this;
}
/**
* Applies the given 4x4 matrix to the given attribute. Only works with
* item size `3` and with direction vectors.
*
* @param {Matrix4} m - The matrix to apply.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
transformDirection( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$8.fromBufferAttribute( this, i );
_vector$8.transformDirection( m );
this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
}
return this;
}
/**
* Returns the given component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} component - The component index.
* @return {number} The returned value.
*/
getComponent( index, component ) {
let value = this.array[ index * this.data.stride + this.offset + component ];
if ( this.normalized ) value = denormalize( value, this.array );
return value;
}
/**
* Sets the given value to the given component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} component - The component index.
* @param {number} value - The value to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setComponent( index, component, value ) {
if ( this.normalized ) value = normalize( value, this.array );
this.data.array[ index * this.data.stride + this.offset + component ] = value;
return this;
}
/**
* Sets the x component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setX( index, x ) {
if ( this.normalized ) x = normalize( x, this.array );
this.data.array[ index * this.data.stride + this.offset ] = x;
return this;
}
/**
* Sets the y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} y - The value to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setY( index, y ) {
if ( this.normalized ) y = normalize( y, this.array );
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
return this;
}
/**
* Sets the z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} z - The value to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setZ( index, z ) {
if ( this.normalized ) z = normalize( z, this.array );
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
return this;
}
/**
* Sets the w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} w - The value to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setW( index, w ) {
if ( this.normalized ) w = normalize( w, this.array );
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
return this;
}
/**
* Returns the x component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The x component.
*/
getX( index ) {
let x = this.data.array[ index * this.data.stride + this.offset ];
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
/**
* Returns the y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The y component.
*/
getY( index ) {
let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
/**
* Returns the z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The z component.
*/
getZ( index ) {
let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
/**
* Returns the w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @return {number} The w component.
*/
getW( index ) {
let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
/**
* Sets the x and y component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setXY( index, x, y ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
return this;
}
/**
* Sets the x, y and z component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @param {number} z - The value for the z component to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setXYZ( index, x, y, z ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
this.data.array[ index + 2 ] = z;
return this;
}
/**
* Sets the x, y, z and w component of the vector at the given index.
*
* @param {number} index - The index into the buffer attribute.
* @param {number} x - The value for the x component to set.
* @param {number} y - The value for the y component to set.
* @param {number} z - The value for the z component to set.
* @param {number} w - The value for the w component to set.
* @return {InterleavedBufferAttribute} A reference to this instance.
*/
setXYZW( index, x, y, z, w ) {
index = index * this.data.stride + this.offset;
if ( this.normalized ) {
x = normalize( x, this.array );
y = normalize( y, this.array );
z = normalize( z, this.array );
w = normalize( w, this.array );
}
this.data.array[ index + 0 ] = x;
this.data.array[ index + 1 ] = y;
this.data.array[ index + 2 ] = z;
this.data.array[ index + 3 ] = w;
return this;
}
/**
* Returns a new buffer attribute with copied values from this instance.
*
* If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
*
* @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
* @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
*/
clone( data ) {
if ( data === undefined ) {
log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
} else {
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
}
return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
}
}
/**
* Serializes the buffer attribute into JSON.
*
* If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
*
* @param {Object} [data] - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized buffer attribute.
*/
toJSON( data ) {
if ( data === undefined ) {
log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
// de-interleave data and save it as an ordinary buffer attribute for now
return {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: array,
normalized: this.normalized
};
} else {
// save as true interleaved attribute
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
}
return {
isInterleavedBufferAttribute: true,
itemSize: this.itemSize,
data: this.data.uuid,
offset: this.offset,
normalized: this.normalized
};
}
}
}
const _vector1 = /*@__PURE__*/ new Vector3();
const _vector2 = /*@__PURE__*/ new Vector3();
const _normalMatrix = /*@__PURE__*/ new Matrix3();
/**
* A two dimensional surface that extends infinitely in 3D space, represented
* in [Hessian normal form](https://mathworld.wolfram.com/HessianNormalForm.html)
* by a unit length normal vector and a constant.
*/
class Plane {
/**
* Constructs a new plane.
*
* @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
* @param {number} [constant=0] - The signed distance from the origin to the plane.
*/
constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPlane = true;
/**
* A unit length vector defining the normal of the plane.
*
* @type {Vector3}
*/
this.normal = normal;
/**
* The signed distance from the origin to the plane.
*
* @type {number}
* @default 0
*/
this.constant = constant;
}
/**
* Sets the plane components by copying the given values.
*
* @param {Vector3} normal - The normal.
* @param {number} constant - The constant.
* @return {Plane} A reference to this plane.
*/
set( normal, constant ) {
this.normal.copy( normal );
this.constant = constant;
return this;
}
/**
* Sets the plane components by defining `x`, `y`, `z` as the
* plane normal and `w` as the constant.
*
* @param {number} x - The value for the normal's x component.
* @param {number} y - The value for the normal's y component.
* @param {number} z - The value for the normal's z component.
* @param {number} w - The constant value.
* @return {Plane} A reference to this plane.
*/
setComponents( x, y, z, w ) {
this.normal.set( x, y, z );
this.constant = w;
return this;
}
/**
* Sets the plane from the given normal and coplanar point (that is a point
* that lies onto the plane).
*
* @param {Vector3} normal - The normal.
* @param {Vector3} point - A coplanar point.
* @return {Plane} A reference to this plane.
*/
setFromNormalAndCoplanarPoint( normal, point ) {
this.normal.copy( normal );
this.constant = - point.dot( this.normal );
return this;
}
/**
* Sets the plane from three coplanar points. The winding order is
* assumed to be counter-clockwise, and determines the direction of
* the plane normal.
*
* @param {Vector3} a - The first coplanar point.
* @param {Vector3} b - The second coplanar point.
* @param {Vector3} c - The third coplanar point.
* @return {Plane} A reference to this plane.
*/
setFromCoplanarPoints( a, b, c ) {
const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
this.setFromNormalAndCoplanarPoint( normal, a );
return this;
}
/**
* Copies the values of the given plane to this instance.
*
* @param {Plane} plane - The plane to copy.
* @return {Plane} A reference to this plane.
*/
copy( plane ) {
this.normal.copy( plane.normal );
this.constant = plane.constant;
return this;
}
/**
* Normalizes the plane normal and adjusts the constant accordingly.
*
* @return {Plane} A reference to this plane.
*/
normalize() {
// Note: will lead to a divide by zero if the plane is invalid.
const inverseNormalLength = 1.0 / this.normal.length();
this.normal.multiplyScalar( inverseNormalLength );
this.constant *= inverseNormalLength;
return this;
}
/**
* Negates both the plane normal and the constant.
*
* @return {Plane} A reference to this plane.
*/
negate() {
this.constant *= -1;
this.normal.negate();
return this;
}
/**
* Returns the signed distance from the given point to this plane.
*
* @param {Vector3} point - The point to compute the distance for.
* @return {number} The signed distance.
*/
distanceToPoint( point ) {
return this.normal.dot( point ) + this.constant;
}
/**
* Returns the signed distance from the given sphere to this plane.
*
* @param {Sphere} sphere - The sphere to compute the distance for.
* @return {number} The signed distance.
*/
distanceToSphere( sphere ) {
return this.distanceToPoint( sphere.center ) - sphere.radius;
}
/**
* Projects a the given point onto the plane.
*
* @param {Vector3} point - The point to project.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The projected point on the plane.
*/
projectPoint( point, target ) {
return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
}
/**
* Returns the intersection point of the passed line and the plane. Returns
* `null` if the line does not intersect. Returns the line's starting point if
* the line is coplanar with the plane.
*
* @param {Line3} line - The line to compute the intersection for.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment.
* @return {?Vector3} The intersection point. Returns `null` if no intersection is detected.
*/
intersectLine( line, target, clampToLine = true ) {
const direction = line.delta( _vector1 );
const denominator = this.normal.dot( direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( this.distanceToPoint( line.start ) === 0 ) {
return target.copy( line.start );
}
// Unsure if this is the correct method to handle this case.
return null;
}
const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
if ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) {
return null;
}
return target.copy( line.start ).addScaledVector( direction, t );
}
/**
* Returns `true` if the given line segment intersects with (passes through) the plane.
*
* @param {Line3} line - The line to test.
* @return {boolean} Whether the given line segment intersects with the plane or not.
*/
intersectsLine( line ) {
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
const startSign = this.distanceToPoint( line.start );
const endSign = this.distanceToPoint( line.end );
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
}
/**
* Returns `true` if the given bounding box intersects with the plane.
*
* @param {Box3} box - The bounding box to test.
* @return {boolean} Whether the given bounding box intersects with the plane or not.
*/
intersectsBox( box ) {
return box.intersectsPlane( this );
}
/**
* Returns `true` if the given bounding sphere intersects with the plane.
*
* @param {Sphere} sphere - The bounding sphere to test.
* @return {boolean} Whether the given bounding sphere intersects with the plane or not.
*/
intersectsSphere( sphere ) {
return sphere.intersectsPlane( this );
}
/**
* Returns a coplanar vector to the plane, by calculating the
* projection of the normal at the origin onto the plane.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The coplanar point.
*/
coplanarPoint( target ) {
return target.copy( this.normal ).multiplyScalar( - this.constant );
}
/**
* Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
*
* The optional normal matrix can be pre-computed like so:
* ```js
* const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
* ```
*
* @param {Matrix4} matrix - The transformation matrix.
* @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
* @return {Plane} A reference to this plane.
*/
applyMatrix4( matrix, optionalNormalMatrix ) {
const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
this.constant = - referencePoint.dot( normal );
return this;
}
/**
* Translates the plane by the distance defined by the given offset vector.
* Note that this only affects the plane constant and will not affect the normal vector.
*
* @param {Vector3} offset - The offset vector.
* @return {Plane} A reference to this plane.
*/
translate( offset ) {
this.constant -= offset.dot( this.normal );
return this;
}
/**
* Returns `true` if this plane is equal with the given one.
*
* @param {Plane} plane - The plane to test for equality.
* @return {boolean} Whether this plane is equal with the given one.
*/
equals( plane ) {
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
}
/**
* Returns a new plane with copied values from this instance.
*
* @return {Plane} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Returns a serialized structure of the plane.
*
* @return {Object} Serialized structure with fields representing the object state.
*/
toJSON() {
return {
normal: this.normal.toArray(),
constant: this.constant
};
}
/**
* Sets the plane properties from the given JSON.
*
* @param {Object} json - The serialized json to set the plane from.
* @return {Plane} A reference to this plane.
*/
fromJSON( json ) {
this.normal.fromArray( json.normal );
this.constant = json.constant;
return this;
}
}
let _materialId = 0;
/**
* Abstract base class for materials.
*
* Materials define the appearance of renderable 3D objects.
*
* @abstract
* @augments EventDispatcher
*/
class Material extends EventDispatcher {
/**
* Constructs a new material.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMaterial = true;
/**
* The ID of the material.
*
* @name Material#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _materialId ++ } );
/**
* The UUID of the material.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The name of the material.
*
* @type {string}
*/
this.name = '';
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'Material';
/**
* Defines the blending type of the material.
*
* It must be set to `CustomBlending` if custom blending properties like
* {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
* should have any effect.
*
* @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
* @default NormalBlending
*/
this.blending = NormalBlending;
/**
* Defines which side of faces will be rendered - front, back or both.
*
* @type {(FrontSide|BackSide|DoubleSide)}
* @default FrontSide
*/
this.side = FrontSide;
/**
* If set to `true`, vertex colors should be used.
*
* The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
* four (RGBA) component color buffer attribute is used.
*
* @type {boolean}
* @default false
*/
this.vertexColors = false;
/**
* Defines how transparent the material is.
* A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
*
* If the {@link Material#transparent} is not set to `true`,
* the material will remain fully opaque and this value will only affect its color.
*
* @type {number}
* @default 1
*/
this.opacity = 1;
/**
* Defines whether this material is transparent. This has an effect on
* rendering as transparent objects need special treatment and are rendered
* after non-transparent objects.
*
* When set to true, the extent to which the material is transparent is
* controlled by {@link Material#opacity}.
*
* @type {boolean}
* @default false
*/
this.transparent = false;
/**
* Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
* {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
* a random threshold. Randomization introduces some grain or noise, but approximates alpha
* blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
*
* @type {boolean}
* @default false
*/
this.alphaHash = false;
/**
* Defines the blending source factor.
*
* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default SrcAlphaFactor
*/
this.blendSrc = SrcAlphaFactor;
/**
* Defines the blending destination factor.
*
* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default OneMinusSrcAlphaFactor
*/
this.blendDst = OneMinusSrcAlphaFactor;
/**
* Defines the blending equation.
*
* @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
* @default AddEquation
*/
this.blendEquation = AddEquation;
/**
* Defines the blending source alpha factor.
*
* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default null
*/
this.blendSrcAlpha = null;
/**
* Defines the blending destination alpha factor.
*
* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default null
*/
this.blendDstAlpha = null;
/**
* Defines the blending equation of the alpha channel.
*
* @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
* @default null
*/
this.blendEquationAlpha = null;
/**
* Represents the RGB values of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
*
* @type {Color}
* @default (0,0,0)
*/
this.blendColor = new Color( 0, 0, 0 );
/**
* Represents the alpha value of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
*
* @type {number}
* @default 0
*/
this.blendAlpha = 0;
/**
* Defines the depth function.
*
* @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
* @default LessEqualDepth
*/
this.depthFunc = LessEqualDepth;
/**
* Whether to have depth test enabled when rendering this material.
* When the depth test is disabled, the depth write will also be implicitly disabled.
*
* @type {boolean}
* @default true
*/
this.depthTest = true;
/**
* Whether rendering this material has any effect on the depth buffer.
*
* When drawing 2D overlays it can be useful to disable the depth writing in
* order to layer several things together without creating z-index artifacts.
*
* @type {boolean}
* @default true
*/
this.depthWrite = true;
/**
* The bit mask to use when writing to the stencil buffer.
*
* @type {number}
* @default 0xff
*/
this.stencilWriteMask = 0xff;
/**
* The stencil comparison function to use.
*
* @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
* @default AlwaysStencilFunc
*/
this.stencilFunc = AlwaysStencilFunc;
/**
* The value to use when performing stencil comparisons or stencil operations.
*
* @type {number}
* @default 0
*/
this.stencilRef = 0;
/**
* The bit mask to use when comparing against the stencil buffer.
*
* @type {number}
* @default 0xff
*/
this.stencilFuncMask = 0xff;
/**
* Which stencil operation to perform when the comparison function returns `false`.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilFail = KeepStencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` but the depth test fails.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilZFail = KeepStencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` and the depth test passes.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilZPass = KeepStencilOp;
/**
* Whether stencil operations are performed against the stencil buffer. In
* order to perform writes or comparisons against the stencil buffer this
* value must be `true`.
*
* @type {boolean}
* @default false
*/
this.stencilWrite = false;
/**
* User-defined clipping planes specified as THREE.Plane objects in world
* space. These planes apply to the objects this material is attached to.
* Points in space whose signed distance to the plane is negative are clipped
* (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
* be `true`.
*
* @type {?Array<Plane>}
* @default null
*/
this.clippingPlanes = null;
/**
* Changes the behavior of clipping planes so that only their intersection is
* clipped, rather than their union.
*
* @type {boolean}
* @default false
*/
this.clipIntersection = false;
/**
* Defines whether to clip shadows according to the clipping planes specified
* on this material.
*
* @type {boolean}
* @default false
*/
this.clipShadows = false;
/**
* Defines which side of faces cast shadows. If `null`, the side casting shadows
* is determined as follows:
*
* - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
* - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
* - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
*
* @type {?(FrontSide|BackSide|DoubleSide)}
* @default null
*/
this.shadowSide = null;
/**
* Whether to render the material's color.
*
* This can be used in conjunction with {@link Object3D#renderOder} to create invisible
* objects that occlude other objects.
*
* @type {boolean}
* @default true
*/
this.colorWrite = true;
/**
* Override the renderer's default precision for this material.
*
* @type {?('highp'|'mediump'|'lowp')}
* @default null
*/
this.precision = null;
/**
* Whether to use polygon offset or not. When enabled, each fragment's depth value will
* be offset after it is interpolated from the depth values of the appropriate vertices.
* The offset is added before the depth test is performed and before the value is written
* into the depth buffer.
*
* Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
* rendering solids with highlighted edges.
*
* @type {boolean}
* @default false
*/
this.polygonOffset = false;
/**
* Specifies a scale factor that is used to create a variable depth offset for each polygon.
*
* @type {number}
* @default 0
*/
this.polygonOffsetFactor = 0;
/**
* Is multiplied by an implementation-specific value to create a constant depth offset.
*
* @type {number}
* @default 0
*/
this.polygonOffsetUnits = 0;
/**
* Whether to apply dithering to the color to remove the appearance of banding.
*
* @type {boolean}
* @default false
*/
this.dithering = false;
/**
* Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
* (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
* will smooth aliasing on clip plane edges and alphaTest-clipped edges.
*
* @type {boolean}
* @default false
*/
this.alphaToCoverage = false;
/**
* Whether to premultiply the alpha (transparency) value.
*
* @type {boolean}
* @default false
*/
this.premultipliedAlpha = false;
/**
* Whether double-sided, transparent objects should be rendered with a single pass or not.
*
* The engine renders double-sided, transparent objects with two draw calls (back faces first,
* then front faces) to mitigate transparency artifacts. There are scenarios however where this
* approach produces no quality gains but still doubles draw calls e.g. when rendering flat
* vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
* disable the two pass rendering to avoid performance issues.
*
* @type {boolean}
* @default false
*/
this.forceSinglePass = false;
/**
* Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
*
* @type {boolean}
* @default true
*/
this.allowOverride = true;
/**
* Defines whether 3D objects using this material are visible.
*
* @type {boolean}
* @default true
*/
this.visible = true;
/**
* Defines whether this material is tone mapped according to the renderer's tone mapping setting.
*
* It is ignored when rendering to a render target or using post processing or when using
* `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
*
* @type {boolean}
* @default true
*/
this.toneMapped = true;
/**
* An object that can be used to store custom data about the Material. It
* should not hold references to functions as these will not be cloned.
*
* @type {Object}
*/
this.userData = {};
/**
* This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
*
* @type {number}
* @readonly
* @default 0
*/
this.version = 0;
this._alphaTest = 0;
}
/**
* Sets the alpha value to be used when running an alpha test. The material
* will not be rendered if the opacity is lower than this value.
*
* @type {number}
* @readonly
* @default 0
*/
get alphaTest() {
return this._alphaTest;
}
set alphaTest( value ) {
if ( this._alphaTest > 0 !== value > 0 ) {
this.version ++;
}
this._alphaTest = value;
}
/**
* An optional callback that is executed immediately before the material is used to render a 3D object.
*
* This method can only be used when rendering with {@link WebGLRenderer}.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {Scene} scene - The scene.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Object3D} object - The 3D object.
* @param {Object} group - The geometry group data.
*/
onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
/**
* An optional callback that is executed immediately before the shader
* program is compiled. This function is called with the shader source code
* as a parameter. Useful for the modification of built-in materials.
*
* This method can only be used when rendering with {@link WebGLRenderer}. The
* recommended approach when customizing materials is to use `WebGPURenderer` with the new
* Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
*
* @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
* @param {WebGLRenderer} renderer - A reference to the renderer.
*/
onBeforeCompile( /* shaderobject, renderer */ ) {}
/**
* In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
* values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
* shader or recompile the shader for this material as needed.
*
* This method can only be used when rendering with {@link WebGLRenderer}.
*
* @return {string} The custom program cache key.
*/
customProgramCacheKey() {
return this.onBeforeCompile.toString();
}
/**
* This method can be used to set default values from parameter objects.
* It is a generic implementation so it can be used with different types
* of materials.
*
* @param {Object} [values] - The material values to set.
*/
setValues( values ) {
if ( values === undefined ) return;
for ( const key in values ) {
const newValue = values[ key ];
if ( newValue === undefined ) {
warn( `Material: parameter '${ key }' has value of undefined.` );
continue;
}
const currentValue = this[ key ];
if ( currentValue === undefined ) {
warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
continue;
}
if ( currentValue && currentValue.isColor ) {
currentValue.set( newValue );
} else if (
( ( currentValue && currentValue.isVector2 ) && ( newValue && newValue.isVector2 ) ) ||
( ( currentValue && currentValue.isEuler ) && ( newValue && newValue.isEuler ) ) ||
( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) )
) {
currentValue.copy( newValue );
} else {
this[ key ] = newValue;
}
}
}
/**
* Serializes the material into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized material.
* @see {@link ObjectLoader#parse}
*/
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( isRootObject ) {
meta = {
textures: {},
images: {}
};
}
const data = {
metadata: {
version: 4.7,
type: 'Material',
generator: 'Material.toJSON'
}
};
// standard Material serialization
data.uuid = this.uuid;
data.type = this.type;
data.blending = this.blending;
data.side = this.side;
data.shadowSide = this.shadowSide;
data.vertexColors = this.vertexColors;
data.opacity = this.opacity;
data.transparent = this.transparent;
data.blendSrc = this.blendSrc;
data.blendDst = this.blendDst;
data.blendEquation = this.blendEquation;
data.blendSrcAlpha = this.blendSrcAlpha;
data.blendDstAlpha = this.blendDstAlpha;
data.blendEquationAlpha = this.blendEquationAlpha;
data.blendColor = this.blendColor.getHex();
data.blendAlpha = this.blendAlpha;
data.depthFunc = this.depthFunc;
data.depthTest = this.depthTest;
data.depthWrite = this.depthWrite;
data.colorWrite = this.colorWrite;
data.clipIntersection = this.clipIntersection;
data.clipShadows = this.clipShadows;
data.stencilWriteMask = this.stencilWriteMask;
data.stencilFunc = this.stencilFunc;
data.stencilRef = this.stencilRef;
data.stencilFuncMask = this.stencilFuncMask;
data.stencilFail = this.stencilFail;
data.stencilZFail = this.stencilZFail;
data.stencilZPass = this.stencilZPass;
data.stencilWrite = this.stencilWrite;
data.polygonOffset = this.polygonOffset;
data.polygonOffsetFactor = this.polygonOffsetFactor;
data.polygonOffsetUnits = this.polygonOffsetUnits;
data.dithering = this.dithering;
data.alphaTest = this.alphaTest;
data.alphaHash = this.alphaHash;
data.alphaToCoverage = this.alphaToCoverage;
data.premultipliedAlpha = this.premultipliedAlpha;
data.forceSinglePass = this.forceSinglePass;
data.allowOverride = this.allowOverride;
data.visible = this.visible;
data.toneMapped = this.toneMapped;
data.name = this.name;
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
if ( this.roughness !== undefined ) data.roughness = this.roughness;
if ( this.metalness !== undefined ) data.metalness = this.metalness;
if ( this.sheen !== undefined ) data.sheen = this.sheen;
if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
if ( this.emissiveIntensity !== undefined ) data.emissiveIntensity = this.emissiveIntensity;
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
if ( this.shininess !== undefined ) data.shininess = this.shininess;
if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
}
if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
}
if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
}
if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
}
if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
}
if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
if ( this.retroreflectivity !== undefined ) data.retroreflectivity = this.retroreflectivity;
if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
}
if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
}
if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
}
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
if ( this.lightMap && this.lightMap.isTexture ) {
data.lightMap = this.lightMap.toJSON( meta ).uuid;
data.lightMapIntensity = this.lightMapIntensity;
}
if ( this.aoMap && this.aoMap.isTexture ) {
data.aoMap = this.aoMap.toJSON( meta ).uuid;
data.aoMapIntensity = this.aoMapIntensity;
}
if ( this.bumpMap && this.bumpMap.isTexture ) {
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
data.bumpScale = this.bumpScale;
}
if ( this.normalMap && this.normalMap.isTexture ) {
data.normalMap = this.normalMap.toJSON( meta ).uuid;
data.normalMapType = this.normalMapType;
data.normalScale = this.normalScale.toArray();
}
if ( this.displacementMap && this.displacementMap.isTexture ) {
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
data.displacementScale = this.displacementScale;
data.displacementBias = this.displacementBias;
}
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
if ( this.envMap && this.envMap.isTexture ) {
data.envMap = this.envMap.toJSON( meta ).uuid;
if ( this.combine !== undefined ) data.combine = this.combine;
}
if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
}
if ( this.transmission !== undefined ) data.transmission = this.transmission;
if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
if ( this.thickness !== undefined ) data.thickness = this.thickness;
if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;
if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
if ( this.size !== undefined ) data.size = this.size;
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
if ( Array.isArray( this.clippingPlanes ) && this.clippingPlanes.length > 0 ) {
data.clippingPlanes = this.clippingPlanes.map( plane => plane.toJSON() );
}
// rotation (SpriteMaterial)
if ( this.rotation !== undefined ) data.rotation = this.rotation;
// depthPacking (MeshDepthMaterial)
if ( this.depthPacking !== undefined ) data.depthPacking = this.depthPacking;
if ( this.linewidth !== undefined ) data.linewidth = this.linewidth;
if ( this.linecap !== undefined ) data.linecap = this.linecap;
if ( this.linejoin !== undefined ) data.linejoin = this.linejoin;
if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
if ( this.scale !== undefined ) data.scale = this.scale;
if ( this.wireframe !== undefined ) data.wireframe = this.wireframe;
if ( this.wireframeLinewidth !== undefined ) data.wireframeLinewidth = this.wireframeLinewidth;
if ( this.wireframeLinecap !== undefined ) data.wireframeLinecap = this.wireframeLinecap;
if ( this.wireframeLinejoin !== undefined ) data.wireframeLinejoin = this.wireframeLinejoin;
if ( this.flatShading !== undefined ) data.flatShading = this.flatShading;
if ( this.fog !== undefined ) data.fog = this.fog;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
if ( isRootObject ) {
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
if ( textures.length > 0 ) data.textures = textures;
if ( images.length > 0 ) data.images = images;
}
return data;
}
/**
* Deserializes the material from the given JSON.
*
* @param {Object} json - The JSON holding the serialized material.
* @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
* @return {Material} A reference to this material.
*/
fromJSON( json, textures ) {
if ( json.uuid !== undefined ) this.uuid = json.uuid;
if ( json.name !== undefined ) this.name = json.name;
if ( json.color !== undefined && this.color !== undefined ) this.color.setHex( json.color );
if ( json.roughness !== undefined ) this.roughness = json.roughness;
if ( json.metalness !== undefined ) this.metalness = json.metalness;
if ( json.sheen !== undefined ) this.sheen = json.sheen;
if ( json.sheenColor !== undefined ) this.sheenColor = new Color().setHex( json.sheenColor );
if ( json.sheenRoughness !== undefined ) this.sheenRoughness = json.sheenRoughness;
if ( json.emissive !== undefined && this.emissive !== undefined ) this.emissive.setHex( json.emissive );
if ( json.specular !== undefined && this.specular !== undefined ) this.specular.setHex( json.specular );
if ( json.specularIntensity !== undefined ) this.specularIntensity = json.specularIntensity;
if ( json.specularColor !== undefined && this.specularColor !== undefined ) this.specularColor.setHex( json.specularColor );
if ( json.shininess !== undefined ) this.shininess = json.shininess;
if ( json.clearcoat !== undefined ) this.clearcoat = json.clearcoat;
if ( json.clearcoatRoughness !== undefined ) this.clearcoatRoughness = json.clearcoatRoughness;
if ( json.dispersion !== undefined ) this.dispersion = json.dispersion;
if ( json.retroreflectivity !== undefined ) this.retroreflectivity = json.retroreflectivity;
if ( json.iridescence !== undefined ) this.iridescence = json.iridescence;
if ( json.iridescenceIOR !== undefined ) this.iridescenceIOR = json.iridescenceIOR;
if ( json.iridescenceThicknessRange !== undefined ) this.iridescenceThicknessRange = json.iridescenceThicknessRange;
if ( json.transmission !== undefined ) this.transmission = json.transmission;
if ( json.thickness !== undefined ) this.thickness = json.thickness;
if ( json.attenuationDistance !== undefined ) this.attenuationDistance = json.attenuationDistance;
if ( json.attenuationColor !== undefined && this.attenuationColor !== undefined ) this.attenuationColor.setHex( json.attenuationColor );
if ( json.anisotropy !== undefined ) this.anisotropy = json.anisotropy;
if ( json.anisotropyRotation !== undefined ) this.anisotropyRotation = json.anisotropyRotation;
if ( json.fog !== undefined ) this.fog = json.fog;
if ( json.flatShading !== undefined ) this.flatShading = json.flatShading;
if ( json.blending !== undefined ) this.blending = json.blending;
if ( json.combine !== undefined ) this.combine = json.combine;
if ( json.side !== undefined ) this.side = json.side;
if ( json.shadowSide !== undefined ) this.shadowSide = json.shadowSide;
if ( json.opacity !== undefined ) this.opacity = json.opacity;
if ( json.transparent !== undefined ) this.transparent = json.transparent;
if ( json.alphaTest !== undefined ) this.alphaTest = json.alphaTest;
if ( json.alphaHash !== undefined ) this.alphaHash = json.alphaHash;
if ( json.depthFunc !== undefined ) this.depthFunc = json.depthFunc;
if ( json.depthTest !== undefined ) this.depthTest = json.depthTest;
if ( json.depthWrite !== undefined ) this.depthWrite = json.depthWrite;
if ( json.colorWrite !== undefined ) this.colorWrite = json.colorWrite;
if ( json.clippingPlanes !== undefined ) this.clippingPlanes = json.clippingPlanes.map( plane => new Plane().fromJSON( plane ) );
if ( json.clipIntersection !== undefined ) this.clipIntersection = json.clipIntersection;
if ( json.clipShadows !== undefined ) this.clipShadows = json.clipShadows;
if ( json.depthPacking !== undefined ) this.depthPacking = json.depthPacking;
if ( json.blendSrc !== undefined ) this.blendSrc = json.blendSrc;
if ( json.blendDst !== undefined ) this.blendDst = json.blendDst;
if ( json.blendEquation !== undefined ) this.blendEquation = json.blendEquation;
if ( json.blendSrcAlpha !== undefined ) this.blendSrcAlpha = json.blendSrcAlpha;
if ( json.blendDstAlpha !== undefined ) this.blendDstAlpha = json.blendDstAlpha;
if ( json.blendEquationAlpha !== undefined ) this.blendEquationAlpha = json.blendEquationAlpha;
if ( json.blendColor !== undefined && this.blendColor !== undefined ) this.blendColor.setHex( json.blendColor );
if ( json.blendAlpha !== undefined ) this.blendAlpha = json.blendAlpha;
if ( json.stencilWriteMask !== undefined ) this.stencilWriteMask = json.stencilWriteMask;
if ( json.stencilFunc !== undefined ) this.stencilFunc = json.stencilFunc;
if ( json.stencilRef !== undefined ) this.stencilRef = json.stencilRef;
if ( json.stencilFuncMask !== undefined ) this.stencilFuncMask = json.stencilFuncMask;
if ( json.stencilFail !== undefined ) this.stencilFail = json.stencilFail;
if ( json.stencilZFail !== undefined ) this.stencilZFail = json.stencilZFail;
if ( json.stencilZPass !== undefined ) this.stencilZPass = json.stencilZPass;
if ( json.stencilWrite !== undefined ) this.stencilWrite = json.stencilWrite;
if ( json.wireframe !== undefined ) this.wireframe = json.wireframe;
if ( json.wireframeLinewidth !== undefined ) this.wireframeLinewidth = json.wireframeLinewidth;
if ( json.wireframeLinecap !== undefined ) this.wireframeLinecap = json.wireframeLinecap;
if ( json.wireframeLinejoin !== undefined ) this.wireframeLinejoin = json.wireframeLinejoin;
if ( json.rotation !== undefined ) this.rotation = json.rotation;
if ( json.linewidth !== undefined ) this.linewidth = json.linewidth;
if ( json.linecap !== undefined ) this.linecap = json.linecap;
if ( json.linejoin !== undefined ) this.linejoin = json.linejoin;
if ( json.dashSize !== undefined ) this.dashSize = json.dashSize;
if ( json.gapSize !== undefined ) this.gapSize = json.gapSize;
if ( json.scale !== undefined ) this.scale = json.scale;
if ( json.polygonOffset !== undefined ) this.polygonOffset = json.polygonOffset;
if ( json.polygonOffsetFactor !== undefined ) this.polygonOffsetFactor = json.polygonOffsetFactor;
if ( json.polygonOffsetUnits !== undefined ) this.polygonOffsetUnits = json.polygonOffsetUnits;
if ( json.dithering !== undefined ) this.dithering = json.dithering;
if ( json.alphaToCoverage !== undefined ) this.alphaToCoverage = json.alphaToCoverage;
if ( json.premultipliedAlpha !== undefined ) this.premultipliedAlpha = json.premultipliedAlpha;
if ( json.forceSinglePass !== undefined ) this.forceSinglePass = json.forceSinglePass;
if ( json.allowOverride !== undefined ) this.allowOverride = json.allowOverride;
if ( json.visible !== undefined ) this.visible = json.visible;
if ( json.toneMapped !== undefined ) this.toneMapped = json.toneMapped;
if ( json.userData !== undefined ) this.userData = json.userData;
if ( json.vertexColors !== undefined ) {
if ( typeof json.vertexColors === 'number' ) {
this.vertexColors = json.vertexColors > 0;
} else {
this.vertexColors = json.vertexColors;
}
}
// for PointsMaterial
if ( json.size !== undefined ) this.size = json.size;
if ( json.sizeAttenuation !== undefined ) this.sizeAttenuation = json.sizeAttenuation;
// maps
if ( json.map !== undefined ) this.map = textures[ json.map ] || null;
if ( json.matcap !== undefined ) this.matcap = textures[ json.matcap ] || null;
if ( json.alphaMap !== undefined ) this.alphaMap = textures[ json.alphaMap ] || null;
if ( json.bumpMap !== undefined ) this.bumpMap = textures[ json.bumpMap ] || null;
if ( json.bumpScale !== undefined ) this.bumpScale = json.bumpScale;
if ( json.normalMap !== undefined ) this.normalMap = textures[ json.normalMap ] || null;
if ( json.normalMapType !== undefined ) this.normalMapType = json.normalMapType;
if ( json.normalScale !== undefined ) {
let normalScale = json.normalScale;
if ( Array.isArray( normalScale ) === false ) {
// Blender exporter used to export a scalar. See #7459
normalScale = [ normalScale, normalScale ];
}
this.normalScale = new Vector2().fromArray( normalScale );
}
if ( json.displacementMap !== undefined ) this.displacementMap = textures[ json.displacementMap ] || null;
if ( json.displacementScale !== undefined ) this.displacementScale = json.displacementScale;
if ( json.displacementBias !== undefined ) this.displacementBias = json.displacementBias;
if ( json.roughnessMap !== undefined ) this.roughnessMap = textures[ json.roughnessMap ] || null;
if ( json.metalnessMap !== undefined ) this.metalnessMap = textures[ json.metalnessMap ] || null;
if ( json.emissiveMap !== undefined ) this.emissiveMap = textures[ json.emissiveMap ] || null;
if ( json.emissiveIntensity !== undefined ) this.emissiveIntensity = json.emissiveIntensity;
if ( json.specularMap !== undefined ) this.specularMap = textures[ json.specularMap ] || null;
if ( json.specularIntensityMap !== undefined ) this.specularIntensityMap = textures[ json.specularIntensityMap ] || null;
if ( json.specularColorMap !== undefined ) this.specularColorMap = textures[ json.specularColorMap ] || null;
if ( json.envMap !== undefined ) this.envMap = textures[ json.envMap ] || null;
if ( json.envMapRotation !== undefined ) this.envMapRotation.fromArray( json.envMapRotation );
if ( json.envMapIntensity !== undefined ) this.envMapIntensity = json.envMapIntensity;
if ( json.reflectivity !== undefined ) this.reflectivity = json.reflectivity;
if ( json.refractionRatio !== undefined ) this.refractionRatio = json.refractionRatio;
if ( json.lightMap !== undefined ) this.lightMap = textures[ json.lightMap ] || null;
if ( json.lightMapIntensity !== undefined ) this.lightMapIntensity = json.lightMapIntensity;
if ( json.aoMap !== undefined ) this.aoMap = textures[ json.aoMap ] || null;
if ( json.aoMapIntensity !== undefined ) this.aoMapIntensity = json.aoMapIntensity;
if ( json.gradientMap !== undefined ) this.gradientMap = textures[ json.gradientMap ] || null;
if ( json.clearcoatMap !== undefined ) this.clearcoatMap = textures[ json.clearcoatMap ] || null;
if ( json.clearcoatRoughnessMap !== undefined ) this.clearcoatRoughnessMap = textures[ json.clearcoatRoughnessMap ] || null;
if ( json.clearcoatNormalMap !== undefined ) this.clearcoatNormalMap = textures[ json.clearcoatNormalMap ] || null;
if ( json.clearcoatNormalScale !== undefined ) this.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
if ( json.iridescenceMap !== undefined ) this.iridescenceMap = textures[ json.iridescenceMap ] || null;
if ( json.iridescenceThicknessMap !== undefined ) this.iridescenceThicknessMap = textures[ json.iridescenceThicknessMap ] || null;
if ( json.transmissionMap !== undefined ) this.transmissionMap = textures[ json.transmissionMap ] || null;
if ( json.thicknessMap !== undefined ) this.thicknessMap = textures[ json.thicknessMap ] || null;
if ( json.anisotropyMap !== undefined ) this.anisotropyMap = textures[ json.anisotropyMap ] || null;
if ( json.sheenColorMap !== undefined ) this.sheenColorMap = textures[ json.sheenColorMap ] || null;
if ( json.sheenRoughnessMap !== undefined ) this.sheenRoughnessMap = textures[ json.sheenRoughnessMap ] || null;
return this;
}
/**
* Returns a new material with copied values from this instance.
*
* @return {Material} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given material to this instance.
*
* @param {Material} source - The material to copy.
* @return {Material} A reference to this instance.
*/
copy( source ) {
this.name = source.name;
this.blending = source.blending;
this.side = source.side;
this.vertexColors = source.vertexColors;
this.opacity = source.opacity;
this.transparent = source.transparent;
this.blendSrc = source.blendSrc;
this.blendDst = source.blendDst;
this.blendEquation = source.blendEquation;
this.blendSrcAlpha = source.blendSrcAlpha;
this.blendDstAlpha = source.blendDstAlpha;
this.blendEquationAlpha = source.blendEquationAlpha;
this.blendColor.copy( source.blendColor );
this.blendAlpha = source.blendAlpha;
this.depthFunc = source.depthFunc;
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilWriteMask = source.stencilWriteMask;
this.stencilFunc = source.stencilFunc;
this.stencilRef = source.stencilRef;
this.stencilFuncMask = source.stencilFuncMask;
this.stencilFail = source.stencilFail;
this.stencilZFail = source.stencilZFail;
this.stencilZPass = source.stencilZPass;
this.stencilWrite = source.stencilWrite;
const srcPlanes = source.clippingPlanes;
let dstPlanes = null;
if ( srcPlanes !== null ) {
const n = srcPlanes.length;
dstPlanes = new Array( n );
for ( let i = 0; i !== n; ++ i ) {
dstPlanes[ i ] = srcPlanes[ i ].clone();
}
}
this.clippingPlanes = dstPlanes;
this.clipIntersection = source.clipIntersection;
this.clipShadows = source.clipShadows;
this.shadowSide = source.shadowSide;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset;
this.polygonOffsetFactor = source.polygonOffsetFactor;
this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest;
this.alphaHash = source.alphaHash;
this.alphaToCoverage = source.alphaToCoverage;
this.premultipliedAlpha = source.premultipliedAlpha;
this.forceSinglePass = source.forceSinglePass;
this.allowOverride = source.allowOverride;
this.visible = source.visible;
this.toneMapped = source.toneMapped;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires Material#dispose
*/
dispose() {
/**
* Fires when the material has been disposed of.
*
* @event Material#dispose
* @type {Object}
*/
this.dispatchEvent( { type: 'dispose' } );
}
/**
* Setting this property to `true` indicates the engine the material
* needs to be recompiled.
*
* @type {boolean}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
}
/**
* A material for rendering instances of {@link Sprite}.
*
* ```js
* const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
* const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
*
* const sprite = new THREE.Sprite( material );
* sprite.scale.set(200, 200, 1)
* scene.add( sprite );
* ```
*
* @augments Material
*/
class SpriteMaterial extends Material {
/**
* Constructs a new sprite material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSpriteMaterial = true;
this.type = 'SpriteMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff );
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The rotation of the sprite in radians.
*
* @type {number}
* @default 0
*/
this.rotation = 0;
/**
* Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
*
* @type {boolean}
* @default true
*/
this.sizeAttenuation = true;
/**
* Overwritten since sprite materials are transparent
* by default.
*
* @type {boolean}
* @default true
*/
this.transparent = true;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
this.fog = source.fog;
return this;
}
}
let _geometry;
const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();
const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vector3();
const _vC$1 = /*@__PURE__*/ new Vector3();
const _uvA = /*@__PURE__*/ new Vector2();
const _uvB = /*@__PURE__*/ new Vector2();
const _uvC = /*@__PURE__*/ new Vector2();
/**
* A sprite is a plane that always faces towards the camera, generally with a
* partially transparent texture applied.
*
* Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
* have no effect.
*
* ```js
* const map = new THREE.TextureLoader().load( 'sprite.png' );
* const material = new THREE.SpriteMaterial( { map: map } );
*
* const sprite = new THREE.Sprite( material );
* scene.add( sprite );
* ```
*
* @augments Object3D
*/
class Sprite extends Object3D {
/**
* Constructs a new sprite.
*
* @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
*/
constructor( material = new SpriteMaterial() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSprite = true;
this.type = 'Sprite';
if ( _geometry === undefined ) {
_geometry = new BufferGeometry();
const float32Array = new Float32Array( [
-0.5, -0.5, 0, 0, 0,
0.5, -0.5, 0, 1, 0,
0.5, 0.5, 0, 1, 1,
-0.5, 0.5, 0, 0, 1
] );
const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
_geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
}
/**
* The sprite geometry.
*
* @type {BufferGeometry}
*/
this.geometry = _geometry;
/**
* The sprite material.
*
* @type {(SpriteMaterial|SpriteNodeMaterial)}
*/
this.material = material;
/**
* The sprite's anchor point, and the point around which the sprite rotates.
* A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
* of `(0, 0)` corresponds to the lower left corner of the sprite.
*
* @type {Vector2}
* @default (0.5,0.5)
*/
this.center = new Vector2( 0.5, 0.5 );
/**
* The number of instances of this sprite.
* Can only be used with {@link WebGPURenderer}.
*
* @type {number}
* @default 1
*/
this.count = 1;
}
/**
* Returns `true` if this sprite intersects the given frustum.
*
* @param {Frustum|FrustumArray} frustum - The frustum to test.
* @return {boolean} Whether this sprite intersects the given frustum or not.
*/
intersectsFrustum( frustum ) {
return frustum.intersectsSprite( this );
}
/**
* Computes intersection points between a casted ray and this sprite.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
if ( raycaster.camera === null ) {
error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
}
_worldScale.setFromMatrixScale( this.matrixWorld );
_viewWorldMatrix.copy( raycaster.camera.matrixWorld );
this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
_mvPosition.setFromMatrixPosition( this.modelViewMatrix );
if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
_worldScale.multiplyScalar( - _mvPosition.z );
}
const rotation = this.material.rotation;
let sin, cos;
if ( rotation !== 0 ) {
cos = Math.cos( rotation );
sin = Math.sin( rotation );
}
const center = this.center;
transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
_uvA.set( 0, 0 );
_uvB.set( 1, 0 );
_uvC.set( 1, 1 );
// check first triangle
let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
if ( intersect === null ) {
// check second triangle
transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
_uvB.set( 0, 1 );
intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
if ( intersect === null ) {
return;
}
}
const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance,
point: _intersectPoint.clone(),
uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
face: null,
object: this
} );
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.center !== undefined ) this.center.copy( source.center );
this.material = source.material;
return this;
}
}
function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
// compute position in camera space
_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
// to check if rotation is not zero
if ( sin !== undefined ) {
_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
} else {
_rotatedPosition.copy( _alignedPosition );
}
vertexPosition.copy( mvPosition );
vertexPosition.x += _rotatedPosition.x;
vertexPosition.y += _rotatedPosition.y;
// transform to world space
vertexPosition.applyMatrix4( _viewWorldMatrix );
}
const _v1$2 = /*@__PURE__*/ new Vector3();
const _v2$1 = /*@__PURE__*/ new Vector3();
/**
* A component for providing a basic Level of Detail (LOD) mechanism.
*
* Every LOD level is associated with an object, and rendering can be switched
* between them at the distances specified. Typically you would create, say,
* three meshes, one for far away (low detail), one for mid range (medium
* detail) and one for close up (high detail).
*
* ```js
* const lod = new THREE.LOD();
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
*
* //Create spheres with 3 levels of detail and create new LOD levels for them
* for( let i = 0; i < 3; i++ ) {
*
* const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
* const mesh = new THREE.Mesh( geometry, material );
* lod.addLevel( mesh, i * 75 );
*
* }
*
* scene.add( lod );
* ```
*
* @augments Object3D
*/
class LOD extends Object3D {
/**
* Constructs a new LOD.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLOD = true;
/**
* The current LOD index.
*
* @private
* @type {number}
* @default 0
*/
this._currentLevel = 0;
this.type = 'LOD';
Object.defineProperties( this, {
/**
* This array holds the LOD levels.
*
* @name LOD#levels
* @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
*/
levels: {
enumerable: true,
value: []
}
} );
/**
* Whether the LOD object is updated automatically by the renderer per frame
* or not. If set to `false`, you have to call {@link LOD#update} in the
* render loop by yourself.
*
* @type {boolean}
* @default true
*/
this.autoUpdate = true;
}
copy( source ) {
super.copy( source, false );
const levels = source.levels;
for ( let i = 0, l = levels.length; i < l; i ++ ) {
const level = levels[ i ];
this.addLevel( level.object.clone(), level.distance, level.hysteresis );
}
this.autoUpdate = source.autoUpdate;
return this;
}
/**
* Adds a mesh that will display at a certain distance and greater. Typically
* the further away the distance, the lower the detail on the mesh.
*
* @param {Object3D} object - The 3D object to display at this level.
* @param {number} [distance=0] - The distance at which to display this level of detail.
* @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
* @return {LOD} A reference to this instance.
*/
addLevel( object, distance = 0, hysteresis = 0 ) {
distance = Math.abs( distance );
const levels = this.levels;
let l;
for ( l = 0; l < levels.length; l ++ ) {
if ( distance < levels[ l ].distance ) {
break;
}
}
levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
this.add( object );
return this;
}
/**
* Removes an existing level, based on the distance from the camera.
* Returns `true` when the level has been removed. Otherwise `false`.
*
* @param {number} distance - Distance of the level to remove.
* @return {boolean} Whether the level has been removed or not.
*/
removeLevel( distance ) {
const levels = this.levels;
for ( let i = 0; i < levels.length; i ++ ) {
if ( levels[ i ].distance === distance ) {
const removedElements = levels.splice( i, 1 );
this.remove( removedElements[ 0 ].object );
return true;
}
}
return false;
}
/**
* Returns the currently active LOD level index.
*
* @return {number} The current active LOD level index.
*/
getCurrentLevel() {
return this._currentLevel;
}
/**
* Returns a reference to the first 3D object that is greater than
* the given distance.
*
* @param {number} distance - The LOD distance.
* @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
*/
getObjectForDistance( distance ) {
const levels = this.levels;
if ( levels.length > 0 ) {
let i, l;
for ( i = 1, l = levels.length; i < l; i ++ ) {
let levelDistance = levels[ i ].distance;
if ( levels[ i ].object.visible ) {
levelDistance -= levelDistance * levels[ i ].hysteresis;
}
if ( distance < levelDistance ) {
break;
}
}
return levels[ i - 1 ].object;
}
return null;
}
/**
* Computes intersection points between a casted ray and this LOD.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const levels = this.levels;
if ( levels.length > 0 ) {
_v1$2.setFromMatrixPosition( this.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _v1$2 );
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
}
}
/**
* Updates the LOD by computing which LOD level should be visible according
* to the current distance of the given camera.
*
* @param {Camera} camera - The camera the scene is rendered with.
*/
update( camera ) {
const levels = this.levels;
if ( levels.length > 1 ) {
_v1$2.setFromMatrixPosition( camera.matrixWorld );
_v2$1.setFromMatrixPosition( this.matrixWorld );
const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
levels[ 0 ].object.visible = true;
let i, l;
for ( i = 1, l = levels.length; i < l; i ++ ) {
let levelDistance = levels[ i ].distance;
if ( levels[ i ].object.visible ) {
levelDistance -= levelDistance * levels[ i ].hysteresis;
}
if ( distance >= levelDistance ) {
levels[ i - 1 ].object.visible = false;
levels[ i ].object.visible = true;
} else {
break;
}
}
this._currentLevel = i - 1;
for ( ; i < l; i ++ ) {
levels[ i ].object.visible = false;
}
}
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.autoUpdate = this.autoUpdate;
data.object.levels = [];
const levels = this.levels;
for ( let i = 0, l = levels.length; i < l; i ++ ) {
const level = levels[ i ];
data.object.levels.push( {
object: level.object.uuid,
distance: level.distance,
hysteresis: level.hysteresis
} );
}
return data;
}
}
const _vector$7 = /*@__PURE__*/ new Vector3();
const _segCenter = /*@__PURE__*/ new Vector3();
const _segDir = /*@__PURE__*/ new Vector3();
const _diff = /*@__PURE__*/ new Vector3();
/**
* A ray that emits from an origin in a certain direction. The class is used by
* {@link Raycaster} to assist with raycasting. Raycasting is used for
* mouse picking (working out what objects in the 3D space the mouse is over)
* amongst other things.
*/
class Ray {
/**
* Constructs a new ray.
*
* @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
* @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
*/
constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
/**
* The origin of the ray.
*
* @type {Vector3}
*/
this.origin = origin;
/**
* The (normalized) direction of the ray.
*
* @type {Vector3}
*/
this.direction = direction;
}
/**
* Sets the ray's components by copying the given values.
*
* @param {Vector3} origin - The origin.
* @param {Vector3} direction - The direction.
* @return {Ray} A reference to this ray.
*/
set( origin, direction ) {
this.origin.copy( origin );
this.direction.copy( direction );
return this;
}
/**
* Copies the values of the given ray to this instance.
*
* @param {Ray} ray - The ray to copy.
* @return {Ray} A reference to this ray.
*/
copy( ray ) {
this.origin.copy( ray.origin );
this.direction.copy( ray.direction );
return this;
}
/**
* Returns a vector that is located at a given distance along this ray.
*
* @param {number} t - The distance along the ray to retrieve a position for.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} A position on the ray.
*/
at( t, target ) {
return target.copy( this.origin ).addScaledVector( this.direction, t );
}
/**
* Adjusts the direction of the ray to point at the given vector in world space.
*
* @param {Vector3} v - The target position.
* @return {Ray} A reference to this ray.
*/
lookAt( v ) {
this.direction.copy( v ).sub( this.origin ).normalize();
return this;
}
/**
* Shift the origin of this ray along its direction by the given distance.
*
* @param {number} t - The distance along the ray to interpolate.
* @return {Ray} A reference to this ray.
*/
recast( t ) {
this.origin.copy( this.at( t, _vector$7 ) );
return this;
}
/**
* Returns the point along this ray that is closest to the given point.
*
* @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The closest point on this ray.
*/
closestPointToPoint( point, target ) {
target.subVectors( point, this.origin );
const directionDistance = target.dot( this.direction );
if ( directionDistance < 0 ) {
return target.copy( this.origin );
}
return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
}
/**
* Returns the distance of the closest approach between this ray and the given point.
*
* @param {Vector3} point - A point in 3D space to compute the distance to.
* @return {number} The distance.
*/
distanceToPoint( point ) {
return Math.sqrt( this.distanceSqToPoint( point ) );
}
/**
* Returns the squared distance of the closest approach between this ray and the given point.
*
* @param {Vector3} point - A point in 3D space to compute the distance to.
* @return {number} The squared distance.
*/
distanceSqToPoint( point ) {
const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
// point behind the ray
if ( directionDistance < 0 ) {
return this.origin.distanceToSquared( point );
}
_vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
return _vector$7.distanceToSquared( point );
}
/**
* Returns the squared distance between this ray and the given line segment.
*
* @param {Vector3} v0 - The start point of the line segment.
* @param {Vector3} v1 - The end point of the line segment.
* @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
* @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
* @return {number} The squared distance.
*/
distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
// It returns the min distance between the ray and the segment
// defined by v0 and v1
// It can also set two optional targets :
// - The closest point on the ray
// - The closest point on the segment
_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
_segDir.copy( v1 ).sub( v0 ).normalize();
_diff.copy( this.origin ).sub( _segCenter );
const segExtent = v0.distanceTo( v1 ) * 0.5;
const a01 = - this.direction.dot( _segDir );
const b0 = _diff.dot( this.direction );
const b1 = - _diff.dot( _segDir );
const c = _diff.lengthSq();
const det = Math.abs( 1 - a01 * a01 );
let s0, s1, sqrDist, extDet;
if ( det > 0 ) {
// The ray and segment are not parallel.
s0 = a01 * b1 - b0;
s1 = a01 * b0 - b1;
extDet = segExtent * det;
if ( s0 >= 0 ) {
if ( s1 >= - extDet ) {
if ( s1 <= extDet ) {
// region 0
// Minimum at interior points of ray and segment.
const invDet = 1 / det;
s0 *= invDet;
s1 *= invDet;
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
} else {
// region 1
s1 = segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
// region 5
s1 = - segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
if ( s1 <= - extDet ) {
// region 4
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
} else if ( s1 <= extDet ) {
// region 3
s0 = 0;
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
} else {
// region 2
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
}
} else {
// Ray and segment are parallel.
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
if ( optionalPointOnRay ) {
optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
}
if ( optionalPointOnSegment ) {
optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
}
return sqrDist;
}
/**
* Intersects this ray with the given sphere, returning the intersection
* point or `null` if there is no intersection.
*
* @param {Sphere} sphere - The sphere to intersect.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The intersection point.
*/
intersectSphere( sphere, target ) {
if ( sphere.radius < 0 ) return null; // handle empty spheres, see #31187
_vector$7.subVectors( sphere.center, this.origin );
const tca = _vector$7.dot( this.direction );
const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
const radius2 = sphere.radius * sphere.radius;
if ( d2 > radius2 ) return null;
const thc = Math.sqrt( radius2 - d2 );
// t0 = first intersect point - entrance on front of sphere
const t0 = tca - thc;
// t1 = second intersect point - exit point on back of sphere
const t1 = tca + thc;
// test to see if t1 is behind the ray - if so, return null
if ( t1 < 0 ) return null;
// test to see if t0 is behind the ray:
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
// in order to always return an intersect point that is in front of the ray.
if ( t0 < 0 ) return this.at( t1, target );
// else t0 is in front of the ray, so return the first collision point scaled by t0
return this.at( t0, target );
}
/**
* Returns `true` if this ray intersects with the given sphere.
*
* @param {Sphere} sphere - The sphere to intersect.
* @return {boolean} Whether this ray intersects with the given sphere or not.
*/
intersectsSphere( sphere ) {
if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
}
/**
* Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
* does not intersect with the plane.
*
* @param {Plane} plane - The plane to compute the distance to.
* @return {?number} Whether this ray intersects with the given sphere or not.
*/
distanceToPlane( plane ) {
const denominator = plane.normal.dot( this.direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( plane.distanceToPoint( this.origin ) === 0 ) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return null;
}
const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : null;
}
/**
* Intersects this ray with the given plane, returning the intersection
* point or `null` if there is no intersection.
*
* @param {Plane} plane - The plane to intersect.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The intersection point.
*/
intersectPlane( plane, target ) {
const t = this.distanceToPlane( plane );
if ( t === null ) {
return null;
}
return this.at( t, target );
}
/**
* Returns `true` if this ray intersects with the given plane.
*
* @param {Plane} plane - The plane to intersect.
* @return {boolean} Whether this ray intersects with the given plane or not.
*/
intersectsPlane( plane ) {
// check if the ray lies on the plane first
const distToPoint = plane.distanceToPoint( this.origin );
if ( distToPoint === 0 ) {
return true;
}
const denominator = plane.normal.dot( this.direction );
if ( denominator * distToPoint < 0 ) {
return true;
}
// ray origin is behind the plane (and is pointing behind it)
return false;
}
/**
* Intersects this ray with the given bounding box, returning the intersection
* point or `null` if there is no intersection.
*
* @param {Box3} box - The box to intersect.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The intersection point.
*/
intersectBox( box, target ) {
let tmin, tmax, tymin, tymax, tzmin, tzmax;
const invdirx = 1 / this.direction.x,
invdiry = 1 / this.direction.y,
invdirz = 1 / this.direction.z;
const origin = this.origin;
if ( invdirx >= 0 ) {
tmin = ( box.min.x - origin.x ) * invdirx;
tmax = ( box.max.x - origin.x ) * invdirx;
} else {
tmin = ( box.max.x - origin.x ) * invdirx;
tmax = ( box.min.x - origin.x ) * invdirx;
}
if ( invdiry >= 0 ) {
tymin = ( box.min.y - origin.y ) * invdiry;
tymax = ( box.max.y - origin.y ) * invdiry;
} else {
tymin = ( box.max.y - origin.y ) * invdiry;
tymax = ( box.min.y - origin.y ) * invdiry;
}
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
if ( invdirz >= 0 ) {
tzmin = ( box.min.z - origin.z ) * invdirz;
tzmax = ( box.max.z - origin.z ) * invdirz;
} else {
tzmin = ( box.max.z - origin.z ) * invdirz;
tzmax = ( box.min.z - origin.z ) * invdirz;
}
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
//return point closest to the ray (positive side)
if ( tmax < 0 ) return null;
return this.at( tmin >= 0 ? tmin : tmax, target );
}
/**
* Returns `true` if this ray intersects with the given box.
*
* @param {Box3} box - The box to intersect.
* @return {boolean} Whether this ray intersects with the given box or not.
*/
intersectsBox( box ) {
return this.intersectBox( box, _vector$7 ) !== null;
}
/**
* Intersects this ray with the given triangle, returning the intersection
* point or `null` if there is no intersection.
*
* @param {Vector3} a - The first vertex of the triangle.
* @param {Vector3} b - The second vertex of the triangle.
* @param {Vector3} c - The third vertex of the triangle.
* @param {boolean} backfaceCulling - Whether to use backface culling or not.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {?Vector3} The intersection point.
*/
intersectTriangle( a, b, c, backfaceCulling, target ) {
// Watertight ray/triangle intersection. Reference: Woop, Benthin, Wald,
// "Watertight Ray/Triangle Intersection", JCGT vol. 2 no. 1 (2013), Appendix A.
// https://jcgt.org/published/0002/01/05/
const origin = this.origin;
const direction = this.direction;
const dx = direction.x;
const dy = direction.y;
const dz = direction.z;
// triangle vertices relative to the ray origin
const aox = a.x - origin.x, aoy = a.y - origin.y, aoz = a.z - origin.z;
const box = b.x - origin.x, boy = b.y - origin.y, boz = b.z - origin.z;
const cox = c.x - origin.x, coy = c.y - origin.y, coz = c.z - origin.z;
// Use the dimension where the ray direction is maximal as the projection
// axis (kz) and read every component already permuted into (kx, ky, kz).
// kx and ky are swapped when the direction's kz component is negative, to
// preserve the winding order of triangles.
const adx = Math.abs( dx ), ady = Math.abs( dy ), adz = Math.abs( dz );
let dkx, dky, dkz;
let akx, aky, akz, bkx, bky, bkz, ckx, cky, ckz;
if ( adx >= ady && adx >= adz ) {
dkz = dx; akz = aox; bkz = box; ckz = cox;
if ( dx >= 0 ) {
dkx = dy; dky = dz;
akx = aoy; aky = aoz; bkx = boy; bky = boz; ckx = coy; cky = coz;
} else {
dkx = dz; dky = dy;
akx = aoz; aky = aoy; bkx = boz; bky = boy; ckx = coz; cky = coy;
}
} else if ( ady >= adz ) {
dkz = dy; akz = aoy; bkz = boy; ckz = coy;
if ( dy >= 0 ) {
dkx = dz; dky = dx;
akx = aoz; aky = aox; bkx = boz; bky = box; ckx = coz; cky = cox;
} else {
dkx = dx; dky = dz;
akx = aox; aky = aoz; bkx = box; bky = boz; ckx = cox; cky = coz;
}
} else {
dkz = dz; akz = aoz; bkz = boz; ckz = coz;
if ( dz >= 0 ) {
dkx = dx; dky = dy;
akx = aox; aky = aoy; bkx = box; bky = boy; ckx = cox; cky = coy;
} else {
dkx = dy; dky = dx;
akx = aoy; aky = aox; bkx = boy; bky = box; ckx = coy; cky = cox;
}
}
// a zero direction has no maximal axis and cannot intersect
if ( dkz === 0 ) return null;
// shear constants that align the ray with the +kz axis
const sx = dkx / dkz, sy = dky / dkz, sz = 1 / dkz;
// sheared and scaled vertices
const ax = akx - sx * akz, ay = aky - sy * akz;
const bx = bkx - sx * bkz, by = bky - sy * bkz;
const cx = ckx - sx * ckz, cy = cky - sy * ckz;
// scaled barycentric coordinates (signed edge functions); the shear makes a
// shared edge evaluate identically for both adjacent triangles, so the ray
// can never fall between them
const u = cx * by - cy * bx;
const v = ax * cy - ay * cx;
const w = bx * ay - by * ax;
if ( backfaceCulling ) {
if ( u < 0 || v < 0 || w < 0 ) return null;
} else {
if ( ( u < 0 || v < 0 || w < 0 ) && ( u > 0 || v > 0 || w > 0 ) ) return null;
}
const det = u + v + w;
// ray is co-planar with the triangle
if ( det === 0 ) return null;
// scaled hit distance; t = tScaled / det must lie in front of the origin
const tScaled = sz * ( u * akz + v * bkz + w * ckz );
if ( det > 0 ? tScaled < 0 : tScaled > 0 ) return null;
return this.at( tScaled / det, target );
}
/**
* Transforms this ray with the given 4x4 transformation matrix.
*
* @param {Matrix4} matrix4 - The transformation matrix.
* @return {Ray} A reference to this ray.
*/
applyMatrix4( matrix4 ) {
this.origin.applyMatrix4( matrix4 );
this.direction.transformDirection( matrix4 );
return this;
}
/**
* Returns `true` if this ray is equal with the given one.
*
* @param {Ray} ray - The ray to test for equality.
* @return {boolean} Whether this ray is equal with the given one.
*/
equals( ray ) {
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
}
/**
* Returns a new ray with copied values from this instance.
*
* @return {Ray} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
/**
* A material for drawing geometries in a simple shaded (flat or wireframe) way.
*
* This material is not affected by lights.
*
* @augments Material
* @demo scenes/material-browser.html#MeshBasicMaterial
*/
class MeshBasicMaterial extends Material {
/**
* Constructs a new mesh basic material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshBasicMaterial = true;
this.type = 'MeshBasicMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The light map. Requires a second set of UVs.
*
* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `lightMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.lightMap = null;
/**
* Intensity of the baked light.
*
* @type {number}
* @default 1
*/
this.lightMapIntensity = 1.0;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* `aoMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.aoMap = null;
/**
* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
* disables ambient occlusion. Where intensity is `1` and the AO map's
* red channel is also `1`, ambient light is fully occluded on a surface.
*
* @type {number}
* @default 1
*/
this.aoMapIntensity = 1.0;
/**
* Specular map used by the material.
*
* `specularMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `specularMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.specularMap = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The environment map.
*
* `envMap` represents luminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `envMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* The rotation of the environment map in radians.
*
* @type {Euler}
* @default (0,0,0)
*/
this.envMapRotation = new Euler();
/**
* How to combine the result of the surface's color with the environment map, if any.
*
* When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
* blend between the two colors.
*
* @type {(MultiplyOperation|MixOperation|AddOperation)}
* @default MultiplyOperation
*/
this.combine = MultiplyOperation;
/**
* How much the environment map affects the surface.
* The valid range is between `0` (no reflections) and `1` (full reflections).
*
* @type {number}
* @default 1
*/
this.reflectivity = 1;
/**
* The index of refraction (IOR) of air (approximately 1) divided by the
* index of refraction of the material. It is used with environment mapping
* modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
* The refraction ratio should not exceed `1`.
*
* @type {number}
* @default 0.98
*/
this.refractionRatio = 0.98;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinecap = 'round';
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinejoin = 'round';
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.fog = source.fog;
return this;
}
}
const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
const _ray$3 = /*@__PURE__*/ new Ray();
const _sphere$6 = /*@__PURE__*/ new Sphere();
const _sphereHitAt = /*@__PURE__*/ new Vector3();
const _vA = /*@__PURE__*/ new Vector3();
const _vB = /*@__PURE__*/ new Vector3();
const _vC = /*@__PURE__*/ new Vector3();
const _tempA = /*@__PURE__*/ new Vector3();
const _morphA = /*@__PURE__*/ new Vector3();
const _intersectionPoint = /*@__PURE__*/ new Vector3();
const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
/**
* Class representing triangular polygon mesh based objects.
*
* ```js
* const geometry = new THREE.BoxGeometry( 1, 1, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const mesh = new THREE.Mesh( geometry, material );
* scene.add( mesh );
* ```
*
* @augments Object3D
*/
class Mesh extends Object3D {
/**
* Constructs a new mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
*/
constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMesh = true;
this.type = 'Mesh';
/**
* The mesh geometry.
*
* @type {BufferGeometry}
*/
this.geometry = geometry;
/**
* The mesh material.
*
* @type {Material|Array<Material>}
* @default MeshBasicMaterial
*/
this.material = material;
/**
* A dictionary representing the morph targets in the geometry. The key is the
* morph targets name, the value its attribute index. This member is `undefined`
* by default and only set when morph targets are detected in the geometry.
*
* @type {Object<string,number>|undefined}
* @default undefined
*/
this.morphTargetDictionary = undefined;
/**
* An array of weights typically in the range `[0,1]` that specify how much of the morph
* is applied. This member is `undefined` by default and only set when morph targets are
* detected in the geometry.
*
* @type {Array<number>|undefined}
* @default undefined
*/
this.morphTargetInfluences = undefined;
/**
* The number of instances of this mesh.
* Can only be used with {@link WebGPURenderer}.
*
* @type {number}
* @default 1
*/
this.count = 1;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.morphTargetInfluences !== undefined ) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if ( source.morphTargetDictionary !== undefined ) {
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
}
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
/**
* Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
* to make sure existing morph targets can influence this 3D object.
*/
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
/**
* Returns the local-space position of the vertex at the given index, taking into
* account the current animation state of both morph targets and skinning.
*
* @param {number} index - The vertex index.
* @param {Vector3} target - The target object that is used to store the method's result.
* @return {Vector3} The vertex position in local space.
*/
getVertexPosition( index, target ) {
const geometry = this.geometry;
const position = geometry.attributes.position;
const morphPosition = geometry.morphAttributes.position;
const morphTargetsRelative = geometry.morphTargetsRelative;
target.fromBufferAttribute( position, index );
const morphInfluences = this.morphTargetInfluences;
if ( morphPosition && morphInfluences ) {
_morphA.set( 0, 0, 0 );
for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
const influence = morphInfluences[ i ];
const morphAttribute = morphPosition[ i ];
if ( influence === 0 ) continue;
_tempA.fromBufferAttribute( morphAttribute, index );
if ( morphTargetsRelative ) {
_morphA.addScaledVector( _tempA, influence );
} else {
_morphA.addScaledVector( _tempA.sub( target ), influence );
}
}
target.add( _morphA );
}
return target;
}
/**
* Returns `true` if this mesh intersects the given frustum.
*
* @param {Frustum|FrustumArray} frustum - The frustum to test.
* @return {boolean} Whether this mesh intersects the given frustum or not.
*/
intersectsFrustum( frustum ) {
return frustum.intersectsObject( this );
}
/**
* Computes intersection points between a casted ray and this line.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$6.copy( geometry.boundingSphere );
_sphere$6.applyMatrix4( matrixWorld );
// check distance from ray origin to bounding sphere
_ray$3.copy( raycaster.ray ).recast( raycaster.near );
if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
}
// convert ray to local space of mesh
_inverseMatrix$3.copy( matrixWorld ).invert();
_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
// test with bounding box in local space
if ( geometry.boundingBox !== null ) {
if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray$3 );
}
_computeIntersections( raycaster, intersects, rayLocalSpace ) {
let intersection;
const geometry = this.geometry;
const material = this.material;
const index = geometry.index;
const position = geometry.attributes.position;
const uv = geometry.attributes.uv;
const uv1 = geometry.attributes.uv1;
const normal = geometry.attributes.normal;
const groups = geometry.groups;
const drawRange = geometry.drawRange;
if ( index !== null ) {
// indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = index.getX( j );
const b = index.getX( j + 1 );
const c = index.getX( j + 2 );
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const c = index.getX( i + 2 );
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
intersects.push( intersection );
}
}
}
} else if ( position !== undefined ) {
// non-indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = j;
const b = j + 1;
const c = j + 2;
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = i;
const b = i + 1;
const c = i + 2;
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
intersects.push( intersection );
}
}
}
}
}
}
function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
let intersect;
if ( material.side === BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
}
if ( intersect === null ) return null;
_intersectionPointWorld.copy( point );
_intersectionPointWorld.applyMatrix4( object.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
distance: distance,
point: _intersectionPointWorld.clone(),
object: object
};
}
function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
object.getVertexPosition( a, _vA );
object.getVertexPosition( b, _vB );
object.getVertexPosition( c, _vC );
const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
if ( intersection ) {
const barycoord = new Vector3();
Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
if ( uv ) {
intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
}
if ( uv1 ) {
intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
}
if ( normal ) {
intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
if ( intersection.normal.dot( ray.direction ) > 0 ) {
intersection.normal.multiplyScalar( -1 );
}
}
const face = {
a: a,
b: b,
c: c,
normal: new Vector3(),
materialIndex: 0
};
Triangle.getNormal( _vA, _vB, _vC, face.normal );
intersection.face = face;
intersection.barycoord = barycoord;
}
return intersection;
}
const _baseVector = /*@__PURE__*/ new Vector4();
const _skinIndex = /*@__PURE__*/ new Vector4();
const _skinWeight = /*@__PURE__*/ new Vector4();
const _vector4 = /*@__PURE__*/ new Vector4();
const _matrix4 = /*@__PURE__*/ new Matrix4();
const _vertex = /*@__PURE__*/ new Vector3();
const _sphere$5 = /*@__PURE__*/ new Sphere();
const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
const _ray$2 = /*@__PURE__*/ new Ray();
/**
* A mesh that has a {@link Skeleton} that can then be used to animate the
* vertices of the geometry with skinning/skeleton animation.
*
* Next to a valid skeleton, the skinned mesh requires skin indices and weights
* as buffer attributes in its geometry. These attribute define which bones affect a single
* vertex to a certain extend.
*
* Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
* or {@link FBXLoader } import respective models.
*
* @augments Mesh
* @demo scenes/bones-browser.html
*/
class SkinnedMesh extends Mesh {
/**
* Constructs a new skinned mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
*/
constructor( geometry, material ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSkinnedMesh = true;
this.type = 'SkinnedMesh';
/**
* `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
* This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
* across multiple skinned meshes.
*
* @type {(AttachedBindMode|DetachedBindMode)}
* @default AttachedBindMode
*/
this.bindMode = AttachedBindMode;
/**
* The base matrix that is used for the bound bone transforms.
*
* @type {Matrix4}
*/
this.bindMatrix = new Matrix4();
/**
* The base matrix that is used for resetting the bound bone transforms.
*
* @type {Matrix4}
*/
this.bindMatrixInverse = new Matrix4();
/**
* The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
*
* @type {?Box3}
* @default null
*/
this.boundingBox = null;
/**
* The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
*
* @type {?Sphere}
* @default null
*/
this.boundingSphere = null;
}
/**
* Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
* The bounding box is not automatically computed by the engine; this method must be called by your app.
* If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
* the current animation state.
*/
computeBoundingBox() {
const geometry = this.geometry;
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
this.boundingBox.makeEmpty();
const positionAttribute = geometry.getAttribute( 'position' );
for ( let i = 0; i < positionAttribute.count; i ++ ) {
this.getVertexPosition( i, _vertex );
this.boundingBox.expandByPoint( _vertex );
}
}
/**
* Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
* The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
* and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
* per frame in order to reflect the current animation state.
*/
computeBoundingSphere() {
const geometry = this.geometry;
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
this.boundingSphere.makeEmpty();
const positionAttribute = geometry.getAttribute( 'position' );
for ( let i = 0; i < positionAttribute.count; i ++ ) {
this.getVertexPosition( i, _vertex );
this.boundingSphere.expandByPoint( _vertex );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
this.bindMode = source.bindMode;
this.bindMatrix.copy( source.bindMatrix );
this.bindMatrixInverse.copy( source.bindMatrixInverse );
this.skeleton = source.skeleton;
if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
return this;
}
raycast( raycaster, intersects ) {
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( this.boundingSphere === null ) this.computeBoundingSphere();
_sphere$5.copy( this.boundingSphere );
_sphere$5.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
// convert ray to local space of skinned mesh
_inverseMatrix$2.copy( matrixWorld ).invert();
_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
// test with bounding box in local space
if ( this.boundingBox !== null ) {
if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray$2 );
}
getVertexPosition( index, target ) {
super.getVertexPosition( index, target );
this.applyBoneTransform( index, target );
return target;
}
/**
* Binds the given skeleton to the skinned mesh.
*
* @param {Skeleton} skeleton - The skeleton to bind.
* @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
* the skinned mesh's world matrix will be used instead.
*/
bind( skeleton, bindMatrix ) {
this.skeleton = skeleton;
if ( bindMatrix === undefined ) {
this.updateMatrixWorld( true );
this.skeleton.calculateInverses();
bindMatrix = this.matrixWorld;
}
this.bindMatrix.copy( bindMatrix );
this.bindMatrixInverse.copy( bindMatrix ).invert();
}
/**
* This method sets the skinned mesh in the rest pose).
*/
pose() {
this.skeleton.pose();
}
/**
* Normalizes the skin weights which are defined as a buffer attribute
* in the skinned mesh's geometry.
*/
normalizeSkinWeights() {
const vector = new Vector4();
const skinWeight = this.geometry.attributes.skinWeight;
for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
vector.fromBufferAttribute( skinWeight, i );
const scale = 1.0 / vector.manhattanLength();
if ( scale !== Infinity ) {
vector.multiplyScalar( scale );
} else {
vector.set( 1, 0, 0, 0 ); // do something reasonable
}
skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
}
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.bindMode === AttachedBindMode ) {
this.bindMatrixInverse.copy( this.matrixWorld ).invert();
} else if ( this.bindMode === DetachedBindMode ) {
this.bindMatrixInverse.copy( this.bindMatrix ).invert();
} else {
warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
}
}
/**
* Applies the bone transform associated with the given index to the given
* vector. Can be used to transform positions or direction vectors by providing
* a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector.
*
* @param {number} index - The vertex index.
* @param {Vector3|Vector4} target - The target object that is used to store the method's result.
* @return {Vector3|Vector4} The updated vertex attribute data.
*/
applyBoneTransform( index, target ) {
const skeleton = this.skeleton;
const geometry = this.geometry;
_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
if ( target.isVector4 ) {
_baseVector.copy( target );
target.set( 0, 0, 0, 0 );
} else {
_baseVector.set( ...target, 1 );
target.set( 0, 0, 0 );
}
_baseVector.applyMatrix4( this.bindMatrix );
for ( let i = 0; i < 4; i ++ ) {
const weight = _skinWeight.getComponent( i );
if ( weight !== 0 ) {
const boneIndex = _skinIndex.getComponent( i );
_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight );
}
}
if ( target.isVector4 ) {
// ensure the homogenous coordinate remains unchanged after vector operations
target.w = _baseVector.w;
}
return target.applyMatrix4( this.bindMatrixInverse );
}
}
/**
* A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
* the {@link SkinnedMesh}.
*
* ```js
* const root = new THREE.Bone();
* const child = new THREE.Bone();
*
* root.add( child );
* child.position.y = 5;
* ```
*
* @augments Object3D
*/
class Bone extends Object3D {
/**
* Constructs a new bone.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBone = true;
this.type = 'Bone';
}
}
/**
* Creates a texture directly from raw buffer data.
*
* The interpretation of the data depends on type and format: If the type is
* `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
* texel data. If the format is `RGBAFormat`, data needs four values for
* one texel; Red, Green, Blue and Alpha (typically the opacity).
*
* @augments Texture
*/
class DataTexture extends Texture {
/**
* Constructs a new data texture.
*
* @param {?TypedArray} [data=null] - The buffer data.
* @param {number} [width=1] - The width of the texture.
* @param {number} [height=1] - The height of the texture.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=NearestFilter] - The mag filter value.
* @param {number} [minFilter=NearestFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {string} [colorSpace=NoColorSpace] - The color space.
*/
constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDataTexture = true;
/**
* The image definition of a data texture.
*
* @type {{data:TypedArray,width:number,height:number}}
*/
this.image = { data: data, width: width, height: height };
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
/**
* Specifies the alignment requirements for the start of each pixel row in memory.
*
* Overwritten and set to `1` by default.
*
* @type {boolean}
* @default 1
*/
this.unpackAlignment = 1;
}
}
const _offsetMatrix = /*@__PURE__*/ new Matrix4();
const _identityMatrix = /*@__PURE__*/ new Matrix4();
/**
* Class for representing the armatures in `three.js`. The skeleton
* is defined by a hierarchy of bones.
*
* ```js
* const bones = [];
*
* const shoulder = new THREE.Bone();
* const elbow = new THREE.Bone();
* const hand = new THREE.Bone();
*
* shoulder.add( elbow );
* elbow.add( hand );
*
* bones.push( shoulder , elbow, hand);
*
* shoulder.position.y = -5;
* elbow.position.y = 0;
* hand.position.y = 5;
*
* const armSkeleton = new THREE.Skeleton( bones );
* ```
*/
class Skeleton {
/**
* Constructs a new skeleton.
*
* @param {Array<Bone>} [bones] - An array of bones.
* @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
* If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
*/
constructor( bones = [], boneInverses = [] ) {
this.uuid = generateUUID();
/**
* An array of bones defining the skeleton.
*
* @type {Array<Bone>}
*/
this.bones = bones.slice( 0 );
/**
* An array of bone inverse matrices.
*
* @type {Array<Matrix4>}
*/
this.boneInverses = boneInverses;
/**
* An array buffer holding the bone data.
* Input data for {@link Skeleton#boneTexture}.
*
* @type {?Float32Array}
* @default null
*/
this.boneMatrices = null;
/**
* A texture holding the bone data for use
* in the vertex shader.
*
* @type {?DataTexture}
* @default null
*/
this.boneTexture = null;
this.init();
}
/**
* Initializes the skeleton. This method gets automatically called by the constructor
* but depending on how the skeleton is created it might be necessary to call this method
* manually.
*/
init() {
const bones = this.bones;
const boneInverses = this.boneInverses;
this.boneMatrices = new Float32Array( bones.length * 16 );
// calculate inverse bone matrices if necessary
if ( boneInverses.length === 0 ) {
this.calculateInverses();
} else {
// handle special case
if ( bones.length !== boneInverses.length ) {
warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
this.boneInverses = [];
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
this.boneInverses.push( new Matrix4() );
}
}
}
}
/**
* Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
* and fills it with new matrices.
*/
calculateInverses() {
this.boneInverses.length = 0;
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const inverse = new Matrix4();
if ( this.bones[ i ] ) {
inverse.copy( this.bones[ i ].matrixWorld ).invert();
}
this.boneInverses.push( inverse );
}
}
/**
* Resets the skeleton to the base pose.
*/
pose() {
// recover the bind-time world matrices
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone ) {
bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
}
}
// compute the local matrices, positions, rotations and scales
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone ) {
if ( bone.parent && bone.parent.isBone ) {
bone.matrix.copy( bone.parent.matrixWorld ).invert();
bone.matrix.multiply( bone.matrixWorld );
} else {
bone.matrix.copy( bone.matrixWorld );
}
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
}
}
}
/**
* Resets the skeleton to the base pose.
*/
update() {
const bones = this.bones;
const boneInverses = this.boneInverses;
const boneMatrices = this.boneMatrices;
const boneTexture = this.boneTexture;
// flatten bone matrices to array
for ( let i = 0, il = bones.length; i < il; i ++ ) {
// compute the offset between the current and the original transform
const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
_offsetMatrix.toArray( boneMatrices, i * 16 );
}
if ( boneTexture !== null ) {
boneTexture.needsUpdate = true;
}
}
/**
* Returns a new skeleton with copied values from this instance.
*
* @return {Skeleton} A clone of this instance.
*/
clone() {
return new Skeleton( this.bones, this.boneInverses );
}
/**
* Computes a data texture for passing bone data to the vertex shader.
*
* @return {Skeleton} A reference of this instance.
*/
computeBoneTexture() {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
size = Math.ceil( size / 4 ) * 4;
size = Math.max( size, 4 );
const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
boneMatrices.set( this.boneMatrices ); // copy current values
const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
boneTexture.needsUpdate = true;
this.boneMatrices = boneMatrices;
this.boneTexture = boneTexture;
return this;
}
/**
* Searches through the skeleton's bone array and returns the first with a
* matching name.
*
* @param {string} name - The name of the bone.
* @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
*/
getBoneByName( name ) {
for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
const bone = this.bones[ i ];
if ( bone.name === name ) {
return bone;
}
}
return undefined;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose( ) {
if ( this.boneTexture !== null ) {
this.boneTexture.dispose();
this.boneTexture = null;
}
}
/**
* Setups the skeleton by the given JSON and bones.
*
* @param {Object} json - The skeleton as serialized JSON.
* @param {Object<string, Bone>} bones - An array of bones.
* @return {Skeleton} A reference of this instance.
*/
fromJSON( json, bones ) {
this.uuid = json.uuid;
for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
const uuid = json.bones[ i ];
let bone = bones[ uuid ];
if ( bone === undefined ) {
warn( 'Skeleton: No bone found with UUID:', uuid );
bone = new Bone();
}
this.bones.push( bone );
this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
}
this.init();
return this;
}
/**
* Serializes the skeleton into JSON.
*
* @return {Object} A JSON object representing the serialized skeleton.
* @see {@link ObjectLoader#parse}
*/
toJSON() {
const data = {
metadata: {
version: 4.7,
type: 'Skeleton',
generator: 'Skeleton.toJSON'
},
bones: [],
boneInverses: []
};
data.uuid = this.uuid;
const bones = this.bones;
const boneInverses = this.boneInverses;
for ( let i = 0, l = bones.length; i < l; i ++ ) {
const bone = bones[ i ];
data.bones.push( bone.uuid );
const boneInverse = boneInverses[ i ];
data.boneInverses.push( boneInverse.toArray() );
}
return data;
}
}
/**
* An instanced version of a buffer attribute.
*
* @augments BufferAttribute
*/
class InstancedBufferAttribute extends BufferAttribute {
/**
* Constructs a new instanced buffer attribute.
*
* @param {TypedArray} array - The array holding the attribute data.
* @param {number} itemSize - The item size.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
* @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
*/
constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
super( array, itemSize, normalized );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInstancedBufferAttribute = true;
/**
* Defines how often a value of this buffer attribute should be repeated. A
* value of one means that each value of the instanced attribute is used for
* a single instance. A value of two means that each value is used for two
* consecutive instances (and so on).
*
* @type {number}
* @default 1
*/
this.meshPerAttribute = meshPerAttribute;
}
copy( source ) {
super.copy( source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
toJSON() {
const data = super.toJSON();
data.meshPerAttribute = this.meshPerAttribute;
data.isInstancedBufferAttribute = true;
return data;
}
}
const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
const _instanceIntersects = [];
const _box3 = /*@__PURE__*/ new Box3();
const _identity = /*@__PURE__*/ new Matrix4();
const _mesh$1 = /*@__PURE__*/ new Mesh();
const _sphere$4 = /*@__PURE__*/ new Sphere();
/**
* A special version of a mesh with instanced rendering support. Use
* this class if you have to render a large number of objects with the same
* geometry and material(s) but with different world transformations. The usage
* of 'InstancedMesh' will help you to reduce the number of draw calls and thus
* improve the overall rendering performance in your application.
*
* @augments Mesh
*/
class InstancedMesh extends Mesh {
/**
* Constructs a new instanced mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
* @param {number} count - The number of instances.
*/
constructor( geometry, material, count ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInstancedMesh = true;
/**
* Represents the local transformation of all instances. You have to set its
* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setMatrixAt}.
*
* @type {InstancedBufferAttribute}
*/
this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
/**
* Represents the color of all instances. You have to set its
* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setColorAt}.
*
* @type {?InstancedBufferAttribute}
* @default null
*/
this.instanceColor = null;
/**
* Represents the morph target weights of all instances. You have to set its
* {@link Texture#needsUpdate} flag to true if you modify instanced data
* via {@link InstancedMesh#setMorphAt}.
*
* @type {?DataTexture}
* @default null
*/
this.morphTexture = null;
/**
* The number of instances.
*
* @type {number}
*/
this.count = count;
/**
* The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
*
* @type {?Box3}
* @default null
*/
this.boundingBox = null;
/**
* The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
*
* @type {?Sphere}
* @default null
*/
this.boundingSphere = null;
for ( let i = 0; i < count; i ++ ) {
this.setMatrixAt( i, _identity );
}
}
/**
* Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
* The bounding box is not automatically computed by the engine; this method must be called by your app.
* You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
*/
computeBoundingBox() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
this.boundingBox.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
this.boundingBox.union( _box3 );
}
}
/**
* Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
* The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
* You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
*/
computeBoundingSphere() {
const geometry = this.geometry;
const count = this.count;
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
if ( geometry.boundingSphere === null ) {
geometry.computeBoundingSphere();
}
this.boundingSphere.makeEmpty();
for ( let i = 0; i < count; i ++ ) {
this.getMatrixAt( i, _instanceLocalMatrix );
_sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
this.boundingSphere.union( _sphere$4 );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
this.instanceMatrix.copy( source.instanceMatrix );
if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
this.count = source.count;
if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
return this;
}
/**
* Gets the color of the defined instance.
*
* @param {number} index - The instance index.
* @param {Color} color - The target object that is used to store the method's result.
* @return {Color} A reference to the target color.
*/
getColorAt( index, color ) {
if ( this.instanceColor === null ) {
return color.setRGB( 1, 1, 1 );
} else {
return color.fromArray( this.instanceColor.array, index * 3 );
}
}
/**
* Gets the local transformation matrix of the defined instance.
*
* @param {number} index - The instance index.
* @param {Matrix4} matrix - The target object that is used to store the method's result.
* @return {Matrix4} A reference to the target matrix.
*/
getMatrixAt( index, matrix ) {
return matrix.fromArray( this.instanceMatrix.array, index * 16 );
}
/**
* Gets the morph target weights of the defined instance.
*
* @param {number} index - The instance index.
* @param {Mesh} object - The target object that is used to store the method's result.
*/
getMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const array = this.morphTexture.source.data.data;
const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
for ( let i = 0; i < objectInfluences.length; i ++ ) {
objectInfluences[ i ] = array[ dataIndex + i ];
}
}
raycast( raycaster, intersects ) {
const matrixWorld = this.matrixWorld;
const raycastTimes = this.count;
_mesh$1.geometry = this.geometry;
_mesh$1.material = this.material;
if ( _mesh$1.material === undefined ) return;
// test with bounding sphere first
if ( this.boundingSphere === null ) this.computeBoundingSphere();
_sphere$4.copy( this.boundingSphere );
_sphere$4.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
// now test each instance
for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
// calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
// the mesh represents this single instance
_mesh$1.matrixWorld = _instanceWorldMatrix;
_mesh$1.raycast( raycaster, _instanceIntersects );
// process the result of raycast
for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
const intersect = _instanceIntersects[ i ];
intersect.instanceId = instanceId;
intersect.object = this;
intersects.push( intersect );
}
_instanceIntersects.length = 0;
}
}
/**
* Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
*
* @param {number} index - The instance index.
* @param {Color} color - The instance color.
* @return {InstancedMesh} A reference to this instanced mesh.
*/
setColorAt( index, color ) {
if ( this.instanceColor === null ) {
this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
}
color.toArray( this.instanceColor.array, index * 3 );
return this;
}
/**
* Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices.
*
* @param {number} index - The instance index.
* @param {Matrix4} matrix - The local transformation.
* @return {InstancedMesh} A reference to this instanced mesh.
*/
setMatrixAt( index, matrix ) {
matrix.toArray( this.instanceMatrix.array, index * 16 );
return this;
}
/**
* Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
* {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
*
* @param {number} index - The instance index.
* @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
* of a single instance.
* @return {InstancedMesh} A reference to this instanced mesh.
*/
setMorphAt( index, object ) {
const objectInfluences = object.morphTargetInfluences;
const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
if ( this.morphTexture === null ) {
this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
}
const array = this.morphTexture.source.data.data;
let morphInfluencesSum = 0;
for ( let i = 0; i < objectInfluences.length; i ++ ) {
morphInfluencesSum += objectInfluences[ i ];
}
const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
const dataIndex = len * index;
array[ dataIndex ] = morphBaseInfluence;
array.set( objectInfluences, dataIndex + 1 );
return this;
}
updateMorphTargets() {
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
if ( this.morphTexture !== null ) {
this.morphTexture.dispose();
this.morphTexture = null;
}
}
}
const _sphere$3 = /*@__PURE__*/ new Sphere();
const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
const _vector$6 = /*@__PURE__*/ new Vector3();
/**
* Frustums are used to determine what is inside the camera's field of view.
* They help speed up the rendering process - objects which lie outside a camera's
* frustum can safely be excluded from rendering.
*
* This class is mainly intended for use internally by a renderer.
*/
class Frustum {
/**
* Constructs a new frustum.
*
* @param {Plane} [p0] - The first plane that encloses the frustum.
* @param {Plane} [p1] - The second plane that encloses the frustum.
* @param {Plane} [p2] - The third plane that encloses the frustum.
* @param {Plane} [p3] - The fourth plane that encloses the frustum.
* @param {Plane} [p4] - The fifth plane that encloses the frustum.
* @param {Plane} [p5] - The sixth plane that encloses the frustum.
*/
constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
/**
* This array holds the planes that enclose the frustum.
*
* @type {Array<Plane>}
*/
this.planes = [ p0, p1, p2, p3, p4, p5 ];
}
/**
* Sets the frustum planes by copying the given planes.
*
* @param {Plane} [p0] - The first plane that encloses the frustum.
* @param {Plane} [p1] - The second plane that encloses the frustum.
* @param {Plane} [p2] - The third plane that encloses the frustum.
* @param {Plane} [p3] - The fourth plane that encloses the frustum.
* @param {Plane} [p4] - The fifth plane that encloses the frustum.
* @param {Plane} [p5] - The sixth plane that encloses the frustum.
* @return {Frustum} A reference to this frustum.
*/
set( p0, p1, p2, p3, p4, p5 ) {
const planes = this.planes;
planes[ 0 ].copy( p0 );
planes[ 1 ].copy( p1 );
planes[ 2 ].copy( p2 );
planes[ 3 ].copy( p3 );
planes[ 4 ].copy( p4 );
planes[ 5 ].copy( p5 );
return this;
}
/**
* Copies the values of the given frustum to this instance.
*
* @param {Frustum} frustum - The frustum to copy.
* @return {Frustum} A reference to this frustum.
*/
copy( frustum ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
planes[ i ].copy( frustum.planes[ i ] );
}
return this;
}
/**
* Sets the frustum planes from the given projection matrix.
*
* @param {Matrix4} m - The projection matrix.
* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
* @return {Frustum} A reference to this frustum.
*/
setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
const planes = this.planes;
const me = m.elements;
const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
if ( reversedDepth ) {
planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
} else {
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
if ( coordinateSystem === WebGLCoordinateSystem ) {
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
} else {
throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
}
}
return this;
}
/**
* Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
*
* Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
*
* @param {Object3D} object - The 3D object to test.
* @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
*/
intersectsObject( object ) {
if ( object.boundingSphere !== undefined ) {
if ( object.boundingSphere === null ) object.computeBoundingSphere();
_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
} else {
const geometry = object.geometry;
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
}
return this.intersectsSphere( _sphere$3 );
}
/**
* Returns `true` if the given sprite is intersecting this frustum.
*
* @param {Sprite} sprite - The sprite to test.
* @return {boolean} Whether the sprite is intersecting this frustum or not.
*/
intersectsSprite( sprite ) {
_sphere$3.center.set( 0, 0, 0 );
const offset = _defaultSpriteCenter.distanceTo( sprite.center );
_sphere$3.radius = 0.7071067811865476 + offset;
_sphere$3.applyMatrix4( sprite.matrixWorld );
return this.intersectsSphere( _sphere$3 );
}
/**
* Returns `true` if the given bounding sphere is intersecting this frustum.
*
* This is a fast, conservative test that favors performance over precision. It can
* report false positives for spheres that lie outside the frustum but are not separated
* by a single frustum plane. It never reports false negatives, so it is safe for culling.
*
* @param {Sphere} sphere - The bounding sphere to test.
* @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
*/
intersectsSphere( sphere ) {
const planes = this.planes;
const center = sphere.center;
const negRadius = - sphere.radius;
for ( let i = 0; i < 6; i ++ ) {
const distance = planes[ i ].distanceToPoint( center );
if ( distance < negRadius ) {
return false;
}
}
return true;
}
/**
* Returns `true` if the given bounding box is intersecting this frustum.
*
* This is a fast, conservative test that favors performance over precision. It can
* report false positives for large boxes that lie outside the frustum but are not
* separated by a single frustum plane. It never reports false negatives, so it is
* safe for culling.
*
* @param {Box3} box - The bounding box to test.
* @return {boolean} Whether the bounding box is intersecting this frustum or not.
*/
intersectsBox( box ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
const plane = planes[ i ];
// corner at max distance
_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
return false;
}
}
return true;
}
/**
* Returns `true` if the given point lies within the frustum.
*
* @param {Vector3} point - The point to test.
* @return {boolean} Whether the point lies within this frustum or not.
*/
containsPoint( point ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
return false;
}
}
return true;
}
/**
* Returns a new frustum with copied values from this instance.
*
* @return {Frustum} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
/**
* FrustumArray is used to determine if an object is visible in at least one camera
* from an array of cameras. This is particularly useful for multi-view renderers.
*/
class FrustumArray {
/**
* Constructs a new frustum array.
*
*/
constructor() {
/**
* The coordinate system to use.
*
* @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
* @default WebGLCoordinateSystem
*/
this.coordinateSystem = WebGLCoordinateSystem;
/**
* A pool of frustum instances. It may hold more entries than are
* currently in use; surplus instances are kept for reuse to avoid
* reallocating when array cameras of different lengths are rendered.
*
* @private
* @type {Array<Frustum>}
*/
this._frustums = [];
/**
* The number of frustums in {@link FrustumArray#_frustums} that are currently
* in use.
*
* @private
* @type {number}
* @default 0
*/
this._count = 0;
}
/**
* Computes and caches a frustum for each camera of the given array camera.
*
* @param {ArrayCamera} cameraArray - The array camera whose sub-cameras define the frustums.
* @return {FrustumArray} A reference to this frustum array.
*/
setFromArrayCamera( cameraArray ) {
const cameras = cameraArray.cameras;
const frustums = this._frustums;
for ( let i = 0; i < cameras.length; i ++ ) {
const camera = cameras[ i ];
_projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum();
frustums[ i ].setFromProjectionMatrix( _projScreenMatrix$1, camera.coordinateSystem, camera.reversedDepth );
}
this._count = cameras.length;
return this;
}
/**
* Returns `true` if the 3D object's bounding sphere is intersecting any cached frustum.
*
* {@link FrustumArray#setFromArrayCamera} must be called once per render before this method.
*
* @param {Object3D} object - The 3D object to test.
* @return {boolean} Whether the 3D object is visible in any camera.
*/
intersectsObject( object ) {
const frustums = this._frustums;
for ( let i = 0; i < this._count; i ++ ) {
if ( frustums[ i ].intersectsObject( object ) ) return true;
}
return false;
}
/**
* Returns `true` if the given sprite is intersecting any cached frustum.
*
* {@link FrustumArray#setFromArrayCamera} must be called once per render before this method.
*
* @param {Sprite} sprite - The sprite to test.
* @return {boolean} Whether the sprite is visible in any camera.
*/
intersectsSprite( sprite ) {
const frustums = this._frustums;
for ( let i = 0; i < this._count; i ++ ) {
if ( frustums[ i ].intersectsSprite( sprite ) ) return true;
}
return false;
}
/**
* Returns `true` if the given bounding sphere is intersecting any cached frustum.
*
* {@link FrustumArray#setFromArrayCamera} must be called once per render before this method.
*
* @param {Sphere} sphere - The bounding sphere to test.
* @return {boolean} Whether the sphere is visible in any camera.
*/
intersectsSphere( sphere ) {
const frustums = this._frustums;
for ( let i = 0; i < this._count; i ++ ) {
if ( frustums[ i ].intersectsSphere( sphere ) ) return true;
}
return false;
}
/**
* Returns `true` if the given bounding box is intersecting any cached frustum.
*
* {@link FrustumArray#setFromArrayCamera} must be called once per render before this method.
*
* @param {Box3} box - The bounding box to test.
* @return {boolean} Whether the box is visible in any camera.
*/
intersectsBox( box ) {
const frustums = this._frustums;
for ( let i = 0; i < this._count; i ++ ) {
if ( frustums[ i ].intersectsBox( box ) ) return true;
}
return false;
}
/**
* Returns `true` if the given point lies within any cached frustum.
*
* {@link FrustumArray#setFromArrayCamera} must be called once per render before this method.
*
* @param {Vector3} point - The point to test.
* @return {boolean} Whether the point is visible in any camera.
*/
containsPoint( point ) {
const frustums = this._frustums;
for ( let i = 0; i < this._count; i ++ ) {
if ( frustums[ i ].containsPoint( point ) ) return true;
}
return false;
}
/**
* Copies the values of the given frustum array to this instance.
*
* @param {FrustumArray} source - The frustum array to copy.
* @return {FrustumArray} A reference to this frustum array.
*/
copy( source ) {
this.coordinateSystem = source.coordinateSystem;
const frustums = this._frustums;
const sourceFrustums = source._frustums;
for ( let i = 0; i < source._count; i ++ ) {
if ( frustums[ i ] === undefined ) frustums[ i ] = new Frustum();
frustums[ i ].copy( sourceFrustums[ i ] );
}
this._count = source._count;
return this;
}
/**
* Returns a new frustum array with copied values from this instance.
*
* @return {FrustumArray} A clone of this instance.
*/
clone() {
return new FrustumArray().copy( this );
}
}
function ascIdSort( a, b ) {
return a - b;
}
function sortOpaque( a, b ) {
return a.z - b.z;
}
function sortTransparent( a, b ) {
return b.z - a.z;
}
class MultiDrawRenderList {
constructor() {
this.index = 0;
this.pool = [];
this.list = [];
}
push( start, count, z, index ) {
const pool = this.pool;
const list = this.list;
if ( this.index >= pool.length ) {
pool.push( {
start: -1,
count: -1,
z: -1,
index: -1,
} );
}
const item = pool[ this.index ];
list.push( item );
this.index ++;
item.start = start;
item.count = count;
item.z = z;
item.index = index;
}
reset() {
this.list.length = 0;
this.index = 0;
}
}
const _matrix$1 = /*@__PURE__*/ new Matrix4();
const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
const _frustum = /*@__PURE__*/ new Frustum();
const _frustumArray = /*@__PURE__*/ new FrustumArray();
const _box$1 = /*@__PURE__*/ new Box3();
const _sphere$2 = /*@__PURE__*/ new Sphere();
const _vector$5 = /*@__PURE__*/ new Vector3();
const _forward$1 = /*@__PURE__*/ new Vector3();
const _temp = /*@__PURE__*/ new Vector3();
const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
const _mesh = /*@__PURE__*/ new Mesh();
const _batchIntersects = [];
// copies data from attribute "src" into "target" starting at "targetOffset"
function copyAttributeData( src, target, targetOffset = 0 ) {
const itemSize = target.itemSize;
if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
// use the component getters and setters if the array data cannot
// be copied directly
const vertexCount = src.count;
for ( let i = 0; i < vertexCount; i ++ ) {
for ( let c = 0; c < itemSize; c ++ ) {
target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
}
}
} else {
// faster copy approach using typed array set function
target.array.set( src.array, targetOffset * itemSize );
}
target.needsUpdate = true;
}
// safely copies array contents to a potentially smaller array
function copyArrayContents( src, target ) {
if ( src.constructor !== target.constructor ) {
// if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
const len = Math.min( src.length, target.length );
for ( let i = 0; i < len; i ++ ) {
target[ i ] = src[ i ];
}
} else {
// if the arrays use the same data layout we can use a fast block copy
const len = Math.min( src.length, target.length );
target.set( new src.constructor( src.buffer, 0, len ) );
}
}
/**
* A special version of a mesh with multi draw batch rendering support. Use
* this class if you have to render a large number of objects with the same
* material but with different geometries or world transformations. The usage of
* `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
* rendering performance in your application.
*
* ```js
* const box = new THREE.BoxGeometry( 1, 1, 1 );
* const sphere = new THREE.SphereGeometry( 1, 12, 12 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
*
* // initialize and add geometries into the batched mesh
* const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
* const boxGeometryId = batchedMesh.addGeometry( box );
* const sphereGeometryId = batchedMesh.addGeometry( sphere );
*
* // create instances of those geometries
* const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
* const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
*
* const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
* const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
*
* // position the geometries
* batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
* batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
*
* batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
* batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
*
* scene.add( batchedMesh );
* ```
*
* @augments Mesh
*/
class BatchedMesh extends Mesh {
/**
* Constructs a new batched mesh.
*
* @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
* @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
* @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
* @param {Material|Array<Material>} [material] - The mesh material.
*/
constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
super( new BufferGeometry(), material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBatchedMesh = true;
/**
* When set ot `true`, the individual objects of a batch are frustum culled.
*
* @type {boolean}
* @default true
*/
this.perObjectFrustumCulled = true;
/**
* When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
* If the material is marked as "transparent" objects are rendered back to front and if not then they are
* rendered front to back.
*
* @type {boolean}
* @default true
*/
this.sortObjects = true;
/**
* The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
*
* @type {?Box3}
* @default null
*/
this.boundingBox = null;
/**
* The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
*
* @type {?Sphere}
* @default null
*/
this.boundingSphere = null;
/**
* Takes a sort a function that is run before render. The function takes a list of instances to
* sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
* sort with.
*
* @type {?Function}
* @default null
*/
this.customSort = null;
// stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
this._instanceInfo = [];
this._geometryInfo = [];
// instance, geometry ids that have been set as inactive, and are available to be overwritten
this._availableInstanceIds = [];
this._availableGeometryIds = [];
// used to track where the next point is that geometry should be inserted
this._nextIndexStart = 0;
this._nextVertexStart = 0;
this._geometryCount = 0;
// flags
this._visibilityChanged = true;
this._geometryInitialized = false;
// cached user options
this._maxInstanceCount = maxInstanceCount;
this._maxVertexCount = maxVertexCount;
this._maxIndexCount = maxIndexCount;
// buffers for multi draw
this._multiDrawCounts = new Int32Array( maxInstanceCount );
this._multiDrawStarts = new Int32Array( maxInstanceCount );
this._multiDrawCount = 0;
this._multiDrawBytesPerElement = 1;
// Local matrix per geometry by using data texture
this._matricesTexture = null;
this._indirectTexture = null;
this._colorsTexture = null;
this._initMatricesTexture();
this._initIndirectTexture();
}
/**
* The maximum number of individual instances that can be stored in the batch.
*
* @type {number}
* @readonly
*/
get maxInstanceCount() {
return this._maxInstanceCount;
}
/**
* The instance count.
*
* @type {number}
* @readonly
*/
get instanceCount() {
return this._instanceInfo.length - this._availableInstanceIds.length;
}
/**
* The number of unused vertices.
*
* @type {number}
* @readonly
*/
get unusedVertexCount() {
return this._maxVertexCount - this._nextVertexStart;
}
/**
* The number of unused indices.
*
* @type {number}
* @readonly
*/
get unusedIndexCount() {
return this._maxIndexCount - this._nextIndexStart;
}
_initMatricesTexture() {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
// 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
// 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
// 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
size = Math.ceil( size / 4 ) * 4;
size = Math.max( size, 4 );
const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
this._matricesTexture = matricesTexture;
}
_initIndirectTexture() {
let size = Math.sqrt( this._maxInstanceCount );
size = Math.ceil( size );
const indirectArray = new Uint32Array( size * size );
const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
this._indirectTexture = indirectTexture;
}
_initColorsTexture() {
let size = Math.sqrt( this._maxInstanceCount );
size = Math.ceil( size );
// 4 floats per RGBA pixel initialized to white
const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
colorsTexture.colorSpace = ColorManagement.workingColorSpace;
this._colorsTexture = colorsTexture;
}
_initializeGeometry( reference ) {
const geometry = this.geometry;
const maxVertexCount = this._maxVertexCount;
const maxIndexCount = this._maxIndexCount;
if ( this._geometryInitialized === false ) {
for ( const attributeName in reference.attributes ) {
const srcAttribute = reference.getAttribute( attributeName );
const { array, itemSize, normalized } = srcAttribute;
const dstArray = new array.constructor( maxVertexCount * itemSize );
const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
geometry.setAttribute( attributeName, dstAttribute );
}
if ( reference.getIndex() !== null ) {
// Reserve last u16 index for primitive restart.
const indexArray = maxVertexCount > 65535
? new Uint32Array( maxIndexCount )
: new Uint16Array( maxIndexCount );
geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
}
this._geometryInitialized = true;
}
}
// Make sure the geometry is compatible with the existing combined geometry attributes
_validateGeometry( geometry ) {
// check to ensure the geometries are using consistent attributes and indices
const batchGeometry = this.geometry;
if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
}
for ( const attributeName in batchGeometry.attributes ) {
if ( ! geometry.hasAttribute( attributeName ) ) {
throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
}
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
}
}
}
/**
* Validates the instance defined by the given ID.
*
* @param {number} instanceId - The instance to validate.
*/
validateInstanceId( instanceId ) {
const instanceInfo = this._instanceInfo;
if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
}
}
/**
* Validates the geometry defined by the given ID.
*
* @param {number} geometryId - The geometry to validate.
*/
validateGeometryId( geometryId ) {
const geometryInfoList = this._geometryInfo;
if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
}
}
/**
* Takes a sort a function that is run before render. The function takes a list of instances to
* sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
*
* @param {Function} func - The custom sort function.
* @return {BatchedMesh} A reference to this batched mesh.
*/
setCustomSort( func ) {
this.customSort = func;
return this;
}
/**
* Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
* Bounding boxes aren't computed by default. They need to be explicitly computed,
* otherwise they are `null`.
*/
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const boundingBox = this.boundingBox;
const instanceInfo = this._instanceInfo;
boundingBox.makeEmpty();
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].active === false ) continue;
const geometryId = instanceInfo[ i ].geometryIndex;
this.getMatrixAt( i, _matrix$1 );
this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
boundingBox.union( _box$1 );
}
}
/**
* Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
* Bounding spheres aren't computed by default. They need to be explicitly computed,
* otherwise they are `null`.
*/
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
const boundingSphere = this.boundingSphere;
const instanceInfo = this._instanceInfo;
boundingSphere.makeEmpty();
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].active === false ) continue;
const geometryId = instanceInfo[ i ].geometryIndex;
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
boundingSphere.union( _sphere$2 );
}
}
/**
* Adds a new instance to the batch using the geometry of the given ID and returns
* a new id referring to the new instance to be used by other functions.
*
* @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
* @return {number} The instance ID.
*/
addInstance( geometryId ) {
const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
// ensure we're not over geometry
if ( atCapacity && this._availableInstanceIds.length === 0 ) {
throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
}
const instanceInfo = {
visible: true,
active: true,
geometryIndex: geometryId,
};
let drawId = null;
// Prioritize using previously freed instance ids
if ( this._availableInstanceIds.length > 0 ) {
this._availableInstanceIds.sort( ascIdSort );
drawId = this._availableInstanceIds.shift();
this._instanceInfo[ drawId ] = instanceInfo;
} else {
drawId = this._instanceInfo.length;
this._instanceInfo.push( instanceInfo );
}
const matricesTexture = this._matricesTexture;
_matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
matricesTexture.needsUpdate = true;
const colorsTexture = this._colorsTexture;
if ( colorsTexture ) {
_whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
colorsTexture.needsUpdate = true;
}
this._visibilityChanged = true;
return drawId;
}
/**
* Adds the given geometry to the batch and returns the associated
* geometry id referring to it to be used in other functions.
*
* @param {BufferGeometry} geometry - The geometry to add.
* @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
* vertex buffer space to reserve for the added geometry. This is necessary if it is planned
* to set a new geometry at this index at a later time that is larger than the original geometry.
* Defaults to the length of the given geometry vertex buffer.
* @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
* buffer space to reserve for the added geometry. This is necessary if it is planned to set a
* new geometry at this index at a later time that is larger than the original geometry. Defaults to
* the length of the given geometry index buffer.
* @return {number} The geometry ID.
*/
addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
this._initializeGeometry( geometry );
this._validateGeometry( geometry );
const geometryInfo = {
// geometry information
vertexStart: -1,
vertexCount: -1,
reservedVertexCount: -1,
indexStart: -1,
indexCount: -1,
reservedIndexCount: -1,
// draw range information
start: -1,
count: -1,
// state
boundingBox: null,
boundingSphere: null,
active: true,
};
const geometryInfoList = this._geometryInfo;
geometryInfo.vertexStart = this._nextVertexStart;
geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
const index = geometry.getIndex();
const hasIndex = index !== null;
if ( hasIndex ) {
geometryInfo.indexStart = this._nextIndexStart;
geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
}
if (
geometryInfo.indexStart !== -1 &&
geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
) {
throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
}
// update id
let geometryId;
if ( this._availableGeometryIds.length > 0 ) {
this._availableGeometryIds.sort( ascIdSort );
geometryId = this._availableGeometryIds.shift();
geometryInfoList[ geometryId ] = geometryInfo;
} else {
geometryId = this._geometryCount;
this._geometryCount ++;
geometryInfoList.push( geometryInfo );
}
// update the geometry
this.setGeometryAt( geometryId, geometry );
// increment the next geometry position
this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
return geometryId;
}
/**
* Replaces the geometry at the given ID with the provided geometry. Throws an error if there
* is not enough space reserved for geometry. Calling this will change all instances that are
* rendering that geometry.
*
* @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
* @param {BufferGeometry} geometry - The new geometry.
* @return {number} The geometry ID.
*/
setGeometryAt( geometryId, geometry ) {
if ( geometryId >= this._geometryCount ) {
throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
}
this._validateGeometry( geometry );
const batchGeometry = this.geometry;
const hasIndex = batchGeometry.getIndex() !== null;
const dstIndex = batchGeometry.getIndex();
const srcIndex = geometry.getIndex();
const geometryInfo = this._geometryInfo[ geometryId ];
if (
hasIndex &&
srcIndex.count > geometryInfo.reservedIndexCount ||
geometry.attributes.position.count > geometryInfo.reservedVertexCount
) {
throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
}
// copy geometry buffer data over
const vertexStart = geometryInfo.vertexStart;
const reservedVertexCount = geometryInfo.reservedVertexCount;
geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
for ( const attributeName in batchGeometry.attributes ) {
// copy attribute data
const srcAttribute = geometry.getAttribute( attributeName );
const dstAttribute = batchGeometry.getAttribute( attributeName );
copyAttributeData( srcAttribute, dstAttribute, vertexStart );
// fill the rest in with zeroes
const itemSize = srcAttribute.itemSize;
for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
const index = vertexStart + i;
for ( let c = 0; c < itemSize; c ++ ) {
dstAttribute.setComponent( index, c, 0 );
}
}
dstAttribute.needsUpdate = true;
dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
}
// copy index
if ( hasIndex ) {
const indexStart = geometryInfo.indexStart;
const reservedIndexCount = geometryInfo.reservedIndexCount;
geometryInfo.indexCount = geometry.getIndex().count;
// copy index data over
for ( let i = 0; i < srcIndex.count; i ++ ) {
dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
}
// fill the rest in with zeroes
for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
dstIndex.setX( indexStart + i, vertexStart );
}
dstIndex.needsUpdate = true;
dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
}
// update the draw range
geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
// store the bounding boxes
geometryInfo.boundingBox = null;
if ( geometry.boundingBox !== null ) {
geometryInfo.boundingBox = geometry.boundingBox.clone();
}
geometryInfo.boundingSphere = null;
if ( geometry.boundingSphere !== null ) {
geometryInfo.boundingSphere = geometry.boundingSphere.clone();
}
this._visibilityChanged = true;
return geometryId;
}
/**
* Deletes the geometry defined by the given ID from this batch. Any instances referencing
* this geometry will also be removed as a side effect.
*
* @param {number} geometryId - The ID of the geometry to remove from the batch.
* @return {BatchedMesh} A reference to this batched mesh.
*/
deleteGeometry( geometryId ) {
const geometryInfoList = this._geometryInfo;
if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
return this;
}
// delete any instances associated with this geometry
const instanceInfo = this._instanceInfo;
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
this.deleteInstance( i );
}
}
geometryInfoList[ geometryId ].active = false;
this._availableGeometryIds.push( geometryId );
this._visibilityChanged = true;
return this;
}
/**
* Deletes an existing instance from the batch using the given ID.
*
* @param {number} instanceId - The ID of the instance to remove from the batch.
* @return {BatchedMesh} A reference to this batched mesh.
*/
deleteInstance( instanceId ) {
this.validateInstanceId( instanceId );
this._instanceInfo[ instanceId ].active = false;
this._availableInstanceIds.push( instanceId );
this._visibilityChanged = true;
return this;
}
/**
* Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
* previously deleted geometry, freeing up space to add new geometry.
*
* @return {BatchedMesh} A reference to this batched mesh.
*/
optimize() {
// track the next indices to copy data to
let nextVertexStart = 0;
let nextIndexStart = 0;
// Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
// in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
const geometryInfoList = this._geometryInfo;
const indices = geometryInfoList
.map( ( e, i ) => i )
.sort( ( a, b ) => {
return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
} );
const geometry = this.geometry;
for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
// if a geometry range is inactive then don't copy anything
const index = indices[ i ];
const geometryInfo = geometryInfoList[ index ];
if ( geometryInfo.active === false ) {
continue;
}
// if a geometry contains an index buffer then shift it, as well
if ( geometry.index !== null ) {
if ( geometryInfo.indexStart !== nextIndexStart ) {
const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
const index = geometry.index;
const array = index.array;
// shift the index pointers based on how the vertex data will shift
// adjusting the index must happen first so the original vertex start value is available
const elementDelta = nextVertexStart - vertexStart;
for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
array[ j ] = array[ j ] + elementDelta;
}
index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
index.addUpdateRange( nextIndexStart, reservedIndexCount );
index.needsUpdate = true;
geometryInfo.indexStart = nextIndexStart;
}
nextIndexStart += geometryInfo.reservedIndexCount;
}
// if a geometry needs to be moved then copy attribute data to overwrite unused space
if ( geometryInfo.vertexStart !== nextVertexStart ) {
const { vertexStart, reservedVertexCount } = geometryInfo;
const attributes = geometry.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
const { array, itemSize } = attribute;
array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
attribute.needsUpdate = true;
}
geometryInfo.vertexStart = nextVertexStart;
}
nextVertexStart += geometryInfo.reservedVertexCount;
geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
}
this._nextIndexStart = nextIndexStart;
this._nextVertexStart = nextVertexStart;
this._visibilityChanged = true;
return this;
}
/**
* Returns the bounding box for the given geometry.
*
* @param {number} geometryId - The ID of the geometry to return the bounding box for.
* @param {Box3} target - The target object that is used to store the method's result.
* @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
*/
getBoundingBoxAt( geometryId, target ) {
if ( geometryId >= this._geometryCount ) {
return null;
}
// compute bounding box
const geometry = this.geometry;
const geometryInfo = this._geometryInfo[ geometryId ];
if ( geometryInfo.boundingBox === null ) {
const box = new Box3();
const index = geometry.index;
const position = geometry.attributes.position;
for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
let iv = i;
if ( index ) {
iv = index.getX( iv );
}
box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
}
geometryInfo.boundingBox = box;
}
target.copy( geometryInfo.boundingBox );
return target;
}
/**
* Returns the bounding sphere for the given geometry.
*
* @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
* @param {Sphere} target - The target object that is used to store the method's result.
* @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
*/
getBoundingSphereAt( geometryId, target ) {
if ( geometryId >= this._geometryCount ) {
return null;
}
// compute bounding sphere
const geometry = this.geometry;
const geometryInfo = this._geometryInfo[ geometryId ];
if ( geometryInfo.boundingSphere === null ) {
const sphere = new Sphere();
this.getBoundingBoxAt( geometryId, _box$1 );
_box$1.getCenter( sphere.center );
const index = geometry.index;
const position = geometry.attributes.position;
let maxRadiusSq = 0;
for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
let iv = i;
if ( index ) {
iv = index.getX( iv );
}
_vector$5.fromBufferAttribute( position, iv );
maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
}
sphere.radius = Math.sqrt( maxRadiusSq );
geometryInfo.boundingSphere = sphere;
}
target.copy( geometryInfo.boundingSphere );
return target;
}
/**
* Sets the given local transformation matrix to the defined instance.
* Negatively scaled matrices are not supported.
*
* @param {number} instanceId - The ID of an instance to set the matrix of.
* @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
* @return {BatchedMesh} A reference to this batched mesh.
*/
setMatrixAt( instanceId, matrix ) {
this.validateInstanceId( instanceId );
const matricesTexture = this._matricesTexture;
const matricesArray = this._matricesTexture.image.data;
matrix.toArray( matricesArray, instanceId * 16 );
matricesTexture.needsUpdate = true;
return this;
}
/**
* Returns the local transformation matrix of the defined instance.
*
* @param {number} instanceId - The ID of an instance to get the matrix of.
* @param {Matrix4} matrix - The target object that is used to store the method's result.
* @return {Matrix4} The instance's local transformation matrix.
*/
getMatrixAt( instanceId, matrix ) {
this.validateInstanceId( instanceId );
return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
}
/**
* Sets the given color to the defined instance.
*
* @param {number} instanceId - The ID of an instance to set the color of.
* @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
* @return {BatchedMesh} A reference to this batched mesh.
*/
setColorAt( instanceId, color ) {
this.validateInstanceId( instanceId );
if ( this._colorsTexture === null ) {
this._initColorsTexture();
}
color.toArray( this._colorsTexture.image.data, instanceId * 4 );
this._colorsTexture.needsUpdate = true;
return this;
}
/**
* Returns the color of the defined instance.
*
* @param {number} instanceId - The ID of an instance to get the color of.
* @param {Color|Vector4} color - The target object that is used to store the method's result.
* @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
*/
getColorAt( instanceId, color ) {
this.validateInstanceId( instanceId );
if ( this._colorsTexture === null ) {
if ( color.isVector4 ) {
return color.set( 1, 1, 1, 1 );
} else {
return color.setRGB( 1, 1, 1 );
}
} else {
return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
}
}
/**
* Sets the visibility of the instance.
*
* @param {number} instanceId - The id of the instance to set the visibility of.
* @param {boolean} visible - Whether the instance is visible or not.
* @return {BatchedMesh} A reference to this batched mesh.
*/
setVisibleAt( instanceId, visible ) {
this.validateInstanceId( instanceId );
if ( this._instanceInfo[ instanceId ].visible === visible ) {
return this;
}
this._instanceInfo[ instanceId ].visible = visible;
this._visibilityChanged = true;
return this;
}
/**
* Returns the visibility state of the defined instance.
*
* @param {number} instanceId - The ID of an instance to get the visibility state of.
* @return {boolean} Whether the instance is visible or not.
*/
getVisibleAt( instanceId ) {
this.validateInstanceId( instanceId );
return this._instanceInfo[ instanceId ].visible;
}
/**
* Sets the geometry ID of the instance at the given index.
*
* @param {number} instanceId - The ID of the instance to set the geometry ID of.
* @param {number} geometryId - The geometry ID to be use by the instance.
* @return {BatchedMesh} A reference to this batched mesh.
*/
setGeometryIdAt( instanceId, geometryId ) {
this.validateInstanceId( instanceId );
this.validateGeometryId( geometryId );
this._instanceInfo[ instanceId ].geometryIndex = geometryId;
this._visibilityChanged = true;
return this;
}
/**
* Returns the geometry ID of the defined instance.
*
* @param {number} instanceId - The ID of an instance to get the geometry ID of.
* @return {number} The instance's geometry ID.
*/
getGeometryIdAt( instanceId ) {
this.validateInstanceId( instanceId );
return this._instanceInfo[ instanceId ].geometryIndex;
}
/**
* Get the range representing the subset of triangles related to the attached geometry,
* indicating the starting offset and count, or `null` if invalid.
*
* @param {number} geometryId - The id of the geometry to get the range of.
* @param {Object} [target] - The target object that is used to store the method's result.
* @return {{
* vertexStart:number,vertexCount:number,reservedVertexCount:number,
* indexStart:number,indexCount:number,reservedIndexCount:number,
* start:number,count:number
* }} The result object with range data.
*/
getGeometryRangeAt( geometryId, target = {} ) {
this.validateGeometryId( geometryId );
const geometryInfo = this._geometryInfo[ geometryId ];
target.vertexStart = geometryInfo.vertexStart;
target.vertexCount = geometryInfo.vertexCount;
target.reservedVertexCount = geometryInfo.reservedVertexCount;
target.indexStart = geometryInfo.indexStart;
target.indexCount = geometryInfo.indexCount;
target.reservedIndexCount = geometryInfo.reservedIndexCount;
target.start = geometryInfo.start;
target.count = geometryInfo.count;
return target;
}
/**
* Resizes the necessary buffers to support the provided number of instances.
* If the provided arguments shrink the number of instances but there are not enough
* unused Ids at the end of the list then an error is thrown.
*
* @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
*/
setInstanceCount( maxInstanceCount ) {
// shrink the available instances as much as possible
const availableInstanceIds = this._availableInstanceIds;
const instanceInfo = this._instanceInfo;
availableInstanceIds.sort( ascIdSort );
while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
instanceInfo.pop();
availableInstanceIds.pop();
}
// throw an error if it can't be shrunk to the desired size
if ( maxInstanceCount < instanceInfo.length ) {
throw new Error( `THREE.BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
}
// copy the multi draw counts
const multiDrawCounts = new Int32Array( maxInstanceCount );
const multiDrawStarts = new Int32Array( maxInstanceCount );
copyArrayContents( this._multiDrawCounts, multiDrawCounts );
copyArrayContents( this._multiDrawStarts, multiDrawStarts );
this._multiDrawCounts = multiDrawCounts;
this._multiDrawStarts = multiDrawStarts;
this._maxInstanceCount = maxInstanceCount;
// update texture data for instance sampling
const indirectTexture = this._indirectTexture;
const matricesTexture = this._matricesTexture;
const colorsTexture = this._colorsTexture;
indirectTexture.dispose();
this._initIndirectTexture();
copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
matricesTexture.dispose();
this._initMatricesTexture();
copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
if ( colorsTexture ) {
colorsTexture.dispose();
this._initColorsTexture();
copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
}
}
/**
* Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
* If the provided arguments shrink the geometry buffers but there is not enough unused space at the
* end of the geometry attributes then an error is thrown.
*
* @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
* @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
*/
setGeometrySize( maxVertexCount, maxIndexCount ) {
// Check if we can shrink to the requested vertex attribute size
const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
if ( requiredVertexLength > maxVertexCount ) {
throw new Error( `THREE.BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
}
// Check if we can shrink to the requested index attribute size
if ( this.geometry.index ) {
const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
if ( requiredIndexLength > maxIndexCount ) {
throw new Error( `THREE.BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
}
}
//
// dispose of the previous geometry
const oldGeometry = this.geometry;
oldGeometry.dispose();
// recreate the geometry needed based on the previous variant
this._maxVertexCount = maxVertexCount;
this._maxIndexCount = maxIndexCount;
if ( this._geometryInitialized ) {
this._geometryInitialized = false;
this.geometry = new BufferGeometry();
this._initializeGeometry( oldGeometry );
}
// copy data from the previous geometry
const geometry = this.geometry;
if ( oldGeometry.index ) {
copyArrayContents( oldGeometry.index.array, geometry.index.array );
}
for ( const key in oldGeometry.attributes ) {
copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
}
}
raycast( raycaster, intersects ) {
const instanceInfo = this._instanceInfo;
const geometryInfoList = this._geometryInfo;
const matrixWorld = this.matrixWorld;
const batchGeometry = this.geometry;
// iterate over each geometry
_mesh.material = this.material;
_mesh.geometry.index = batchGeometry.index;
_mesh.geometry.attributes = batchGeometry.attributes;
if ( _mesh.geometry.boundingBox === null ) {
_mesh.geometry.boundingBox = new Box3();
}
if ( _mesh.geometry.boundingSphere === null ) {
_mesh.geometry.boundingSphere = new Sphere();
}
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
continue;
}
const geometryId = instanceInfo[ i ].geometryIndex;
const geometryInfo = geometryInfoList[ geometryId ];
_mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
// get the intersects
this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
_mesh.raycast( raycaster, _batchIntersects );
// add batch id to the intersects
for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
const intersect = _batchIntersects[ j ];
intersect.object = this;
intersect.batchId = i;
intersects.push( intersect );
}
_batchIntersects.length = 0;
}
_mesh.material = null;
_mesh.geometry.index = null;
_mesh.geometry.attributes = {};
_mesh.geometry.setDrawRange( 0, Infinity );
}
copy( source ) {
super.copy( source );
this.geometry = source.geometry.clone();
this.perObjectFrustumCulled = source.perObjectFrustumCulled;
this.sortObjects = source.sortObjects;
this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
this._geometryInfo = source._geometryInfo.map( info => ( {
...info,
boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
} ) );
this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
this._availableInstanceIds = source._availableInstanceIds.slice();
this._availableGeometryIds = source._availableGeometryIds.slice();
this._nextIndexStart = source._nextIndexStart;
this._nextVertexStart = source._nextVertexStart;
this._geometryCount = source._geometryCount;
this._maxInstanceCount = source._maxInstanceCount;
this._maxVertexCount = source._maxVertexCount;
this._maxIndexCount = source._maxIndexCount;
this._geometryInitialized = source._geometryInitialized;
this._multiDrawCounts = source._multiDrawCounts.slice();
this._multiDrawStarts = source._multiDrawStarts.slice();
this._multiDrawBytesPerElement = source._multiDrawBytesPerElement;
this._indirectTexture = source._indirectTexture.clone();
this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
this._matricesTexture = source._matricesTexture.clone();
this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
if ( this._colorsTexture !== null ) {
this._colorsTexture = source._colorsTexture.clone();
this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
}
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
// Assuming the geometry is not shared with other meshes
this.geometry.dispose();
this._matricesTexture.dispose();
this._matricesTexture = null;
this._indirectTexture.dispose();
this._indirectTexture = null;
if ( this._colorsTexture !== null ) {
this._colorsTexture.dispose();
this._colorsTexture = null;
}
}
onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
// if visibility has not changed and frustum culling and object sorting is not required
// then skip iterating over all items
if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
return;
}
// the indexed version of the multi draw function requires specifying the start
// offset in bytes.
const index = geometry.getIndex();
let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
// the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
// the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
// assumptions about the index buffer byte size.
let multiDrawMultiplier = 1;
if ( material.wireframe ) {
multiDrawMultiplier = 2;
bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
}
const instanceInfo = this._instanceInfo;
const multiDrawStarts = this._multiDrawStarts;
const multiDrawCounts = this._multiDrawCounts;
const geometryInfoList = this._geometryInfo;
const perObjectFrustumCulled = this.perObjectFrustumCulled;
const indirectTexture = this._indirectTexture;
const indirectArray = indirectTexture.image.data;
const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
// prepare the frustum in the local frame
if ( perObjectFrustumCulled ) {
if ( camera.isArrayCamera ) {
frustum.setFromArrayCamera( camera );
} else {
_matrix$1
.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
.multiply( this.matrixWorld );
frustum.setFromProjectionMatrix(
_matrix$1,
camera.coordinateSystem,
camera.reversedDepth
);
}
}
let multiDrawCount = 0;
if ( this.sortObjects ) {
// get the camera position in the local frame
_matrix$1.copy( this.matrixWorld ).invert();
_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
_forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
const geometryId = instanceInfo[ i ].geometryIndex;
// get the bounds in world space
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
// determine whether the batched geometry is within the frustum
let culled = false;
if ( perObjectFrustumCulled ) {
culled = ! frustum.intersectsSphere( _sphere$2 );
}
if ( ! culled ) {
// get the distance from camera used for sorting
const geometryInfo = geometryInfoList[ geometryId ];
const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
_renderList.push( geometryInfo.start, geometryInfo.count, z, i );
}
}
}
// Sort the draw ranges and prep for rendering
const list = _renderList.list;
const customSort = this.customSort;
if ( customSort === null ) {
list.sort( material.transparent ? sortTransparent : sortOpaque );
} else {
customSort.call( this, list, camera );
}
for ( let i = 0, l = list.length; i < l; i ++ ) {
const item = list[ i ];
multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
indirectArray[ multiDrawCount ] = item.index;
multiDrawCount ++;
}
_renderList.reset();
} else {
for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
const geometryId = instanceInfo[ i ].geometryIndex;
// determine whether the batched geometry is within the frustum
let culled = false;
if ( perObjectFrustumCulled ) {
// get the bounds in world space
this.getMatrixAt( i, _matrix$1 );
this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
culled = ! frustum.intersectsSphere( _sphere$2 );
}
if ( ! culled ) {
const geometryInfo = geometryInfoList[ geometryId ];
multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
indirectArray[ multiDrawCount ] = i;
multiDrawCount ++;
}
}
}
}
indirectTexture.needsUpdate = true;
this._multiDrawCount = multiDrawCount;
this._multiDrawBytesPerElement = bytesPerElement;
this._visibilityChanged = false;
}
onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
}
}
/**
* A material for rendering line primitives.
*
* Materials define the appearance of renderable 3D objects.
*
* ```js
* const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
* ```
*
* @augments Material
*/
class LineBasicMaterial extends Material {
/**
* Constructs a new line basic material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineBasicMaterial = true;
this.type = 'LineBasicMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff );
/**
* Sets the color of the lines using data from a texture. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* Controls line thickness or lines.
*
* Can only be used with {@link SVGRenderer}. WebGL and WebGPU
* ignore this setting and always render line primitives with a
* width of one pixel.
*
* @type {number}
* @default 1
*/
this.linewidth = 1;
/**
* Defines appearance of line ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('butt'|'round'|'square')}
* @default 'round'
*/
this.linecap = 'round';
/**
* Defines appearance of line joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.linejoin = 'round';
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.linewidth = source.linewidth;
this.linecap = source.linecap;
this.linejoin = source.linejoin;
this.fog = source.fog;
return this;
}
}
const _vStart = /*@__PURE__*/ new Vector3();
const _vEnd = /*@__PURE__*/ new Vector3();
const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
const _ray$1 = /*@__PURE__*/ new Ray();
const _sphere$1 = /*@__PURE__*/ new Sphere();
const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
/**
* A continuous line. The line are rendered by connecting consecutive
* vertices with straight lines.
*
* ```js
* const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
*
* const points = [];
* points.push( new THREE.Vector3( - 10, 0, 0 ) );
* points.push( new THREE.Vector3( 0, 10, 0 ) );
* points.push( new THREE.Vector3( 10, 0, 0 ) );
*
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const line = new THREE.Line( geometry, material );
* scene.add( line );
* ```
*
* @augments Object3D
*/
class Line extends Object3D {
/**
* Constructs a new line.
*
* @param {BufferGeometry} [geometry] - The line geometry.
* @param {Material|Array<Material>} [material] - The line material.
*/
constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLine = true;
this.type = 'Line';
/**
* The line geometry.
*
* @type {BufferGeometry}
*/
this.geometry = geometry;
/**
* The line material.
*
* @type {Material|Array<Material>}
* @default LineBasicMaterial
*/
this.material = material;
/**
* A dictionary representing the morph targets in the geometry. The key is the
* morph targets name, the value its attribute index. This member is `undefined`
* by default and only set when morph targets are detected in the geometry.
*
* @type {Object<string,number>|undefined}
* @default undefined
*/
this.morphTargetDictionary = undefined;
/**
* An array of weights typically in the range `[0,1]` that specify how much of the morph
* is applied. This member is `undefined` by default and only set when morph targets are
* detected in the geometry.
*
* @type {Array<number>|undefined}
* @default undefined
*/
this.morphTargetInfluences = undefined;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
/**
* Computes an array of distance values which are necessary for rendering dashed lines.
* For each vertex in the geometry, the method calculates the cumulative length from the
* current point to the very beginning of the line.
*
* @return {Line} A reference to this line.
*/
computeLineDistances() {
const geometry = this.geometry;
// we assume non-indexed geometry
if ( geometry.index === null ) {
const positionAttribute = geometry.attributes.position;
const lineDistances = [ 0 ];
for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
_vStart.fromBufferAttribute( positionAttribute, i - 1 );
_vEnd.fromBufferAttribute( positionAttribute, i );
lineDistances[ i ] = lineDistances[ i - 1 ];
lineDistances[ i ] += _vStart.distanceTo( _vEnd );
}
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
return this;
}
/**
* Returns `true` if this line intersects the given frustum.
*
* @param {Frustum|FrustumArray} frustum - The frustum to test.
* @return {boolean} Whether this line intersects the given frustum or not.
*/
intersectsFrustum( frustum ) {
return frustum.intersectsObject( this );
}
/**
* Computes intersection points between a casted ray and this line.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Line.threshold;
const drawRange = geometry.drawRange;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$1.copy( geometry.boundingSphere );
_sphere$1.applyMatrix4( matrixWorld );
_sphere$1.radius += threshold;
if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
//
_inverseMatrix$1.copy( matrixWorld ).invert();
_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
const localThresholdSq = localThreshold * localThreshold;
const step = this.isLineSegments ? 2 : 1;
const index = geometry.index;
const attributes = geometry.attributes;
const positionAttribute = attributes.position;
if ( index !== null ) {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end - 1; i < l; i += step ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
if ( intersect ) {
intersects.push( intersect );
}
}
if ( this.isLineLoop ) {
const a = index.getX( end - 1 );
const b = index.getX( start );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
if ( intersect ) {
intersects.push( intersect );
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end - 1; i < l; i += step ) {
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
if ( intersect ) {
intersects.push( intersect );
}
}
if ( this.isLineLoop ) {
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
if ( intersect ) {
intersects.push( intersect );
}
}
}
}
/**
* Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
* to make sure existing morph targets can influence this 3D object.
*/
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
}
function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
const positionAttribute = object.geometry.attributes.position;
_vStart.fromBufferAttribute( positionAttribute, a );
_vEnd.fromBufferAttribute( positionAttribute, b );
const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
if ( distSq > thresholdSq ) return;
_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
if ( distance < raycaster.near || distance > raycaster.far ) return;
return {
distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
index: i,
face: null,
faceIndex: null,
barycoord: null,
object: object
};
}
const _start = /*@__PURE__*/ new Vector3();
const _end = /*@__PURE__*/ new Vector3();
/**
* A series of lines drawn between pairs of vertices.
*
* @augments Line
*/
class LineSegments extends Line {
/**
* Constructs a new line segments.
*
* @param {BufferGeometry} [geometry] - The line geometry.
* @param {Material|Array<Material>} [material] - The line material.
*/
constructor( geometry, material ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineSegments = true;
this.type = 'LineSegments';
}
computeLineDistances() {
const geometry = this.geometry;
// we assume non-indexed geometry
if ( geometry.index === null ) {
const positionAttribute = geometry.attributes.position;
const lineDistances = [];
for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
_start.fromBufferAttribute( positionAttribute, i );
_end.fromBufferAttribute( positionAttribute, i + 1 );
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
}
geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
return this;
}
}
/**
* A continuous line. This is nearly the same as {@link Line} the only difference
* is that the last vertex is connected with the first vertex in order to close
* the line to form a loop.
*
* @augments Line
*/
class LineLoop extends Line {
/**
* Constructs a new line loop.
*
* @param {BufferGeometry} [geometry] - The line geometry.
* @param {Material|Array<Material>} [material] - The line material.
*/
constructor( geometry, material ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineLoop = true;
this.type = 'LineLoop';
}
}
/**
* A material for rendering point primitives.
*
* Materials define the appearance of renderable 3D objects.
*
* ```js
* const vertices = [];
*
* for ( let i = 0; i < 10000; i ++ ) {
* const x = THREE.MathUtils.randFloatSpread( 2000 );
* const y = THREE.MathUtils.randFloatSpread( 2000 );
* const z = THREE.MathUtils.randFloatSpread( 2000 );
*
* vertices.push( x, y, z );
* }
*
* const geometry = new THREE.BufferGeometry();
* geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
* const material = new THREE.PointsMaterial( { color: 0x888888 } );
* const points = new THREE.Points( geometry, material );
* scene.add( points );
* ```
*
* @augments Material
*/
class PointsMaterial extends Material {
/**
* Constructs a new points material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPointsMaterial = true;
this.type = 'PointsMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff );
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* Defines the size of the points in pixels.
*
* Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
*
* @type {number}
* @default 1
*/
this.size = 1;
/**
* Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
*
* @type {boolean}
* @default true
*/
this.sizeAttenuation = true;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.size = source.size;
this.sizeAttenuation = source.sizeAttenuation;
this.fog = source.fog;
return this;
}
}
const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
const _position$3 = /*@__PURE__*/ new Vector3();
/**
* A class for displaying points or point clouds.
*
* @augments Object3D
*/
class Points extends Object3D {
/**
* Constructs a new point cloud.
*
* @param {BufferGeometry} [geometry] - The points geometry.
* @param {Material|Array<Material>} [material] - The points material.
*/
constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPoints = true;
this.type = 'Points';
/**
* The points geometry.
*
* @type {BufferGeometry}
*/
this.geometry = geometry;
/**
* The line material.
*
* @type {Material|Array<Material>}
* @default PointsMaterial
*/
this.material = material;
/**
* A dictionary representing the morph targets in the geometry. The key is the
* morph targets name, the value its attribute index. This member is `undefined`
* by default and only set when morph targets are detected in the geometry.
*
* @type {Object<string,number>|undefined}
* @default undefined
*/
this.morphTargetDictionary = undefined;
/**
* An array of weights typically in the range `[0,1]` that specify how much of the morph
* is applied. This member is `undefined` by default and only set when morph targets are
* detected in the geometry.
*
* @type {Array<number>|undefined}
* @default undefined
*/
this.morphTargetInfluences = undefined;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
/**
* Returns `true` if this point cloud intersects the given frustum.
*
* @param {Frustum|FrustumArray} frustum - The frustum to test.
* @return {boolean} Whether this point cloud intersects the given frustum or not.
*/
intersectsFrustum( frustum ) {
return frustum.intersectsObject( this );
}
/**
* Computes intersection points between a casted ray and this point cloud.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Points.threshold;
const drawRange = geometry.drawRange;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere.copy( geometry.boundingSphere );
_sphere.applyMatrix4( matrixWorld );
_sphere.radius += threshold;
if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
//
_inverseMatrix.copy( matrixWorld ).invert();
_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
const localThresholdSq = localThreshold * localThreshold;
const index = geometry.index;
const attributes = geometry.attributes;
const positionAttribute = attributes.position;
if ( index !== null ) {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i ++ ) {
const a = index.getX( i );
_position$3.fromBufferAttribute( positionAttribute, a );
testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, l = end; i < l; i ++ ) {
_position$3.fromBufferAttribute( positionAttribute, i );
testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
}
}
/**
* Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
* to make sure existing morph targets can influence this 3D object.
*/
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
}
function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
const rayPointDistanceSq = _ray.distanceSqToPoint( point );
if ( rayPointDistanceSq < localThresholdSq ) {
const intersectPoint = new Vector3();
_ray.closestPointToPoint( point, intersectPoint );
intersectPoint.applyMatrix4( matrixWorld );
const distance = raycaster.ray.origin.distanceTo( intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance,
distanceToRay: Math.sqrt( rayPointDistanceSq ),
point: intersectPoint,
index: index,
face: null,
faceIndex: null,
barycoord: null,
object: object
} );
}
}
/**
* A texture for use with a video.
*
* ```js
* // assuming you have created a HTML video element with id="video"
* const video = document.getElementById( 'video' );
* const texture = new THREE.VideoTexture( video );
* ```
*
* Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
* set to THREE.SRGBColorSpace.
*
* Note: After the initial use of a texture, its dimensions, format, and type
* cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
*
* @augments Texture
*/
class VideoTexture extends Texture {
/**
* Constructs a new video texture.
*
* @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
*/
constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isVideoTexture = true;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* The video frame request callback identifier, which is a positive integer.
*
* Value of 0 represents no scheduled rVFC.
*
* @private
* @type {number}
*/
this._requestVideoFrameCallbackId = 0;
const scope = this;
function updateVideo() {
scope.needsUpdate = true;
scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
}
if ( 'requestVideoFrameCallback' in video ) {
this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
}
}
clone() {
return new this.constructor( this.image ).copy( this );
}
/**
* This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
* to `true` every time a new frame is available.
*
* Only relevant if `requestVideoFrameCallback` is not supported in the browser.
*/
update() {
const video = this.image;
const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
this.needsUpdate = true;
}
}
dispose() {
if ( this._requestVideoFrameCallbackId !== 0 ) {
this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
this._requestVideoFrameCallbackId = 0;
}
super.dispose();
}
}
/**
* This class can be used as an alternative way to define video data. Instead of using
* an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
* defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
* video frames are decoded with the WebCodecs API.
*
* ```js
* const texture = new THREE.VideoFrameTexture();
* texture.setFrame( frame );
* ```
*
* @augments VideoTexture
*/
class VideoFrameTexture extends VideoTexture {
/**
* Constructs a new video frame texture.
*
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
*/
constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isVideoFrameTexture = true;
}
/**
* This method overwritten with an empty implementation since
* this type of texture is updated via `setFrame()`.
*/
update() {}
clone() {
return new this.constructor().copy( this ); // restoring Texture.clone()
}
/**
* Sets the current frame of the video. This will automatically update the texture
* so the data can be used for rendering.
*
* @param {VideoFrame} frame - The video frame.
*/
setFrame( frame ) {
this.image = frame;
this.needsUpdate = true;
}
}
/**
* This class can only be used in combination with `copyFramebufferToTexture()` methods
* of renderers. It extracts the contents of the current bound framebuffer and provides it
* as a texture for further usage.
*
* ```js
* const pixelRatio = window.devicePixelRatio;
* const textureSize = 128 * pixelRatio;
*
* const frameTexture = new FramebufferTexture( textureSize, textureSize );
*
* // calculate start position for copying part of the frame data
* const vector = new Vector2();
* vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
* vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
*
* renderer.render( scene, camera );
*
* // copy part of the rendered frame into the framebuffer texture
* renderer.copyFramebufferToTexture( frameTexture, vector );
* ```
*
* @augments Texture
*/
class FramebufferTexture extends Texture {
/**
* Constructs a new framebuffer texture.
*
* @param {number} [width] - The width of the texture.
* @param {number} [height] - The height of the texture.
*/
constructor( width, height ) {
super( { width, height } );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isFramebufferTexture = true;
/**
* How the texture is sampled when a texel covers more than one pixel.
*
* Overwritten and set to `NearestFilter` by default to disable filtering.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.magFilter = NearestFilter;
/**
* How the texture is sampled when a texel covers less than one pixel.
*
* Overwritten and set to `NearestFilter` by default to disable filtering.
*
* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
* @default NearestFilter
*/
this.minFilter = NearestFilter;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
this.needsUpdate = true;
}
}
/**
* Creates a texture based on data in compressed form.
*
* These texture are usually loaded with {@link CompressedTextureLoader}.
*
* @augments Texture
*/
class CompressedTexture extends Texture {
/**
* Constructs a new compressed texture.
*
* @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
* the data and dimensions.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {string} [colorSpace=NoColorSpace] - The color space.
*/
constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCompressedTexture = true;
/**
* The image property of a compressed texture just defines its dimensions.
*
* @type {{width:number,height:number}}
*/
this.image = { width: width, height: height };
/**
* This array holds for all mipmaps (including the bases mip) the data and dimensions.
*
* @type {Array<Object>}
*/
this.mipmaps = mipmaps;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default since it is not possible to
* flip compressed textures.
*
* @type {boolean}
* @default false
* @readonly
*/
this.flipY = false;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default since it is not
* possible to generate mipmaps for compressed data. Mipmaps
* must be embedded in the compressed texture file.
*
* @type {boolean}
* @default false
* @readonly
*/
this.generateMipmaps = false;
}
}
/**
* Creates a texture 2D array based on data in compressed form.
*
* These texture are usually loaded with {@link CompressedTextureLoader}.
*
* @augments CompressedTexture
*/
class CompressedArrayTexture extends CompressedTexture {
/**
* Constructs a new compressed array texture.
*
* @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
* the data and dimensions.
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} depth - The depth of the texture.
* @param {number} [format=RGBAFormat] - The min filter value.
* @param {number} [type=UnsignedByteType] - The min filter value.
*/
constructor( mipmaps, width, height, depth, format, type ) {
super( mipmaps, width, height, format, type );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCompressedArrayTexture = true;
/**
* The image property of a compressed texture just defines its dimensions.
*
* @name CompressedArrayTexture#image
* @type {{width:number,height:number,depth:number}}
*/
this.image.depth = depth;
/**
* This defines how the texture is wrapped in the depth and corresponds to
* *W* in UVW mapping.
*
* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
* @default ClampToEdgeWrapping
*/
this.wrapR = ClampToEdgeWrapping;
/**
* A set of all layers which need to be updated in the texture.
*
* @type {Set<number>}
*/
this.layerUpdates = new Set();
}
/**
* Copies the values of the given texture to this instance.
*
* @param {CompressedArrayTexture} source - The texture to copy.
* @return {CompressedArrayTexture} A reference to this instance.
*/
copy( source ) {
super.copy( source );
this.wrapR = source.wrapR;
return this;
}
/**
* Describes that a specific layer of the texture needs to be updated.
* Normally when {@link Texture#needsUpdate} is set to `true`, the
* entire compressed texture array is sent to the GPU. Marking specific
* layers will only transmit subsets of all mipmaps associated with a
* specific depth in the array which is often much more performant.
*
* @param {number} layerIndex - The layer index that should be updated.
*/
addLayerUpdate( layerIndex ) {
this.layerUpdates.add( layerIndex );
}
/**
* Resets the layer updates registry.
*/
clearLayerUpdates() {
this.layerUpdates.clear();
}
}
/**
* Creates a cube texture based on data in compressed form.
*
* These texture are usually loaded with {@link CompressedTextureLoader}.
*
* @augments CompressedTexture
*/
class CompressedCubeTexture extends CompressedTexture {
/**
* Constructs a new compressed texture.
*
* @param {Array<CompressedTexture>} images - An array of compressed textures.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
*/
constructor( images, format, type ) {
super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCompressedCubeTexture = true;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubeTexture = true;
this.image = images;
}
}
/**
* Creates a cube texture made up of six images.
*
* ```js
* const loader = new THREE.CubeTextureLoader();
* loader.setPath( 'textures/cube/pisa/' );
*
* const textureCube = loader.load( [
* 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
* ] );
*
* const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
* ```
*
* @augments Texture
*/
class CubeTexture extends Texture {
/**
* Constructs a new cube texture.
*
* @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
* @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {string} [colorSpace=NoColorSpace] - The color space value.
*/
constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubeTexture = true;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
}
/**
* Alias for {@link CubeTexture#image}.
*
* @type {Array<Image>}
*/
get images() {
return this.image;
}
set images( value ) {
this.image = value;
}
}
/**
* Creates a texture from a canvas element.
*
* This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
* to `true` immediately since a canvas can directly be used for rendering.
*
* @augments Texture
*/
class CanvasTexture extends Texture {
/**
* Constructs a new texture.
*
* @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
*/
constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCanvasTexture = true;
this.needsUpdate = true;
}
}
/**
* Creates a texture from an HTML element.
*
* This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
* to `true` immediately and listens for the parent canvas's paint events to trigger updates.
*
* @augments Texture
*/
class HTMLTexture extends Texture {
/**
* Constructs a new texture.
*
* @param {HTMLElement} [element] - The HTML element.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
* @param {number} [format=RGBAFormat] - The texture format.
* @param {number} [type=UnsignedByteType] - The texture type.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
*/
constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isHTMLTexture = true;
this.generateMipmaps = false;
this.needsUpdate = true;
const parent = element ? element.parentNode : null;
if ( parent !== null && 'requestPaint' in parent ) {
parent.onpaint = () => {
this.needsUpdate = true;
};
parent.requestPaint();
}
}
dispose() {
const parent = this.image ? this.image.parentNode : null;
if ( parent !== null && 'onpaint' in parent ) {
parent.onpaint = null;
}
super.dispose();
}
}
/**
* This class can be used to automatically save the depth information of a
* rendering into a texture.
*
* @augments Texture
*/
class DepthTexture extends Texture {
/**
* Constructs a new depth texture.
*
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} [type=UnsignedIntType] - The texture type.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {number} [format=DepthFormat] - The texture format.
* @param {number} [depth=1] - The depth of the texture.
*/
constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
const image = { width: width, height: height, depth: depth };
super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDepthTexture = true;
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* Code corresponding to the depth compare function.
*
* @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
* @default null
*/
this.compareFunction = null;
}
copy( source ) {
super.copy( source );
this.source = new TextureSource( Object.assign( {}, source.image ) ); // see #30540
this.compareFunction = source.compareFunction;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.compareFunction = this.compareFunction;
return data;
}
}
/**
* This class can be used to automatically save the depth information of a
* cube rendering into a cube texture with depth format. Used for PointLight shadows.
*
* @augments DepthTexture
*/
class CubeDepthTexture extends DepthTexture {
/**
* Constructs a new cube depth texture.
*
* @param {number} size - The size (width and height) of each cube face.
* @param {number} [type=UnsignedIntType] - The texture type.
* @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=NearestFilter] - The mag filter value.
* @param {number} [minFilter=NearestFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {number} [format=DepthFormat] - The texture format.
*/
constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
// Create 6 identical image descriptors for the cube faces
const image = { width: size, height: size, depth: 1 };
const images = [ image, image, image, image, image, image ];
// Call DepthTexture constructor with width, height
super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
// Replace the single image with the array of 6 images
this.image = images;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubeDepthTexture = true;
/**
* Set to true for cube texture handling in WebGLTextures.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubeTexture = true;
}
/**
* Alias for {@link CubeDepthTexture#image}.
*
* @type {Array<Image>}
*/
get images() {
return this.image;
}
set images( value ) {
this.image = value;
}
}
/**
* Represents a texture created externally with the same renderer context.
*
* This may be a texture from a protected media stream, device camera feed,
* or other data feeds like a depth sensor.
*
* @augments Texture
*/
class ExternalTexture extends Texture {
/**
* Creates a new raw texture.
*
* @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
*/
constructor( sourceTexture = null ) {
super();
/**
* The external source texture.
*
* @type {?(WebGLTexture|GPUTexture)}
* @default null
*/
this.sourceTexture = sourceTexture;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isExternalTexture = true;
}
copy( source ) {
super.copy( source );
this.sourceTexture = source.sourceTexture;
return this;
}
}
/**
* A geometry class for a rectangular cuboid with a given width, height, and depth.
* On creation, the cuboid is centred on the origin, with each edge parallel to one
* of the axes.
*
* ```js
* const geometry = new THREE.BoxGeometry( 1, 1, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const cube = new THREE.Mesh( geometry, material );
* scene.add( cube );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#BoxGeometry
*/
class BoxGeometry extends BufferGeometry {
/**
* Constructs a new box geometry.
*
* @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
* @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
* @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
* @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
* @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
* @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
*/
constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
super();
this.type = 'BoxGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
width: width,
height: height,
depth: depth,
widthSegments: widthSegments,
heightSegments: heightSegments,
depthSegments: depthSegments
};
const scope = this;
// segments
widthSegments = Math.floor( widthSegments );
heightSegments = Math.floor( heightSegments );
depthSegments = Math.floor( depthSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let numberOfVertices = 0;
let groupStart = 0;
// build each side of the box geometry
buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
const segmentWidth = width / gridX;
const segmentHeight = height / gridY;
const widthHalf = width / 2;
const heightHalf = height / 2;
const depthHalf = depth / 2;
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
let vertexCounter = 0;
let groupCount = 0;
const vector = new Vector3();
// generate vertices, normals and uvs
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segmentHeight - heightHalf;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segmentWidth - widthHalf;
// set values to correct vector component
vector[ u ] = x * udir;
vector[ v ] = y * vdir;
vector[ w ] = depthHalf;
// now apply vector to vertex buffer
vertices.push( vector.x, vector.y, vector.z );
// set values to correct vector component
vector[ u ] = 0;
vector[ v ] = 0;
vector[ w ] = depth > 0 ? 1 : -1;
// now apply vector to normal buffer
normals.push( vector.x, vector.y, vector.z );
// uvs
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
// counters
vertexCounter += 1;
}
}
// indices
// 1. you need three indices to draw a single face
// 2. a single segment consists of two faces
// 3. so we need to generate six (2*3) indices per segment
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = numberOfVertices + ix + gridX1 * iy;
const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
// increase counter
groupCount += 6;
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, materialIndex );
// calculate new start value for groups
groupStart += groupCount;
// update total number of vertices
numberOfVertices += vertexCounter;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {BoxGeometry} A new instance.
*/
static fromJSON( data ) {
return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
}
}
/**
* A geometry class for representing a capsule.
*
* ```js
* const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const capsule = new THREE.Mesh( geometry, material );
* scene.add( capsule );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#CapsuleGeometry
*/
class CapsuleGeometry extends BufferGeometry {
/**
* Constructs a new capsule geometry.
*
* @param {number} [radius=1] - Radius of the capsule.
* @param {number} [height=1] - Height of the middle section.
* @param {number} [capSegments=4] - Number of curve segments used to build each cap.
* @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
* @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
*/
constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
super();
this.type = 'CapsuleGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
height: height,
capSegments: capSegments,
radialSegments: radialSegments,
heightSegments: heightSegments,
};
height = Math.max( 0, height );
capSegments = Math.max( 1, Math.floor( capSegments ) );
radialSegments = Math.max( 3, Math.floor( radialSegments ) );
heightSegments = Math.max( 1, Math.floor( heightSegments ) );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const halfHeight = height / 2;
const capArcLength = ( Math.PI / 2 ) * radius;
const cylinderPartLength = height;
const totalArcLength = 2 * capArcLength + cylinderPartLength;
const numVerticalSegments = capSegments * 2 + heightSegments;
const verticesPerRow = radialSegments + 1;
const normal = new Vector3();
const vertex = new Vector3();
// generate vertices, normals, and uvs
for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
let currentArcLength = 0;
let profileY = 0;
let profileRadius = 0;
let normalYComponent = 0;
if ( iy <= capSegments ) {
// bottom cap
const segmentProgress = iy / capSegments;
const angle = ( segmentProgress * Math.PI ) / 2;
profileY = - halfHeight - radius * Math.cos( angle );
profileRadius = radius * Math.sin( angle );
normalYComponent = - radius * Math.cos( angle );
currentArcLength = segmentProgress * capArcLength;
} else if ( iy <= capSegments + heightSegments ) {
// middle section
const segmentProgress = ( iy - capSegments ) / heightSegments;
profileY = - halfHeight + segmentProgress * height;
profileRadius = radius;
normalYComponent = 0;
currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
} else {
// top cap
const segmentProgress =
( iy - capSegments - heightSegments ) / capSegments;
const angle = ( segmentProgress * Math.PI ) / 2;
profileY = halfHeight + radius * Math.sin( angle );
profileRadius = radius * Math.cos( angle );
normalYComponent = radius * Math.sin( angle );
currentArcLength =
capArcLength + cylinderPartLength + segmentProgress * capArcLength;
}
const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
// special case for the poles
let uOffset = 0;
if ( iy === 0 ) {
uOffset = 0.5 / radialSegments;
} else if ( iy === numVerticalSegments ) {
uOffset = -0.5 / radialSegments;
}
for ( let ix = 0; ix <= radialSegments; ix ++ ) {
const u = ix / radialSegments;
const theta = u * Math.PI * 2;
const sinTheta = Math.sin( theta );
const cosTheta = Math.cos( theta );
// vertex
vertex.x = - profileRadius * cosTheta;
vertex.y = profileY;
vertex.z = profileRadius * sinTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set(
- profileRadius * cosTheta,
normalYComponent,
profileRadius * sinTheta
);
normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u + uOffset, v );
}
if ( iy > 0 ) {
const prevIndexRow = ( iy - 1 ) * verticesPerRow;
for ( let ix = 0; ix < radialSegments; ix ++ ) {
const i1 = prevIndexRow + ix;
const i2 = prevIndexRow + ix + 1;
const i3 = iy * verticesPerRow + ix;
const i4 = iy * verticesPerRow + ix + 1;
indices.push( i1, i2, i3 );
indices.push( i2, i4, i3 );
}
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {CapsuleGeometry} A new instance.
*/
static fromJSON( data ) {
return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
}
}
/**
* A simple shape of Euclidean geometry. It is constructed from a
* number of triangular segments that are oriented around a central point and
* extend as far out as a given radius. It is built counter-clockwise from a
* start angle and a given central angle. It can also be used to create
* regular polygons, where the number of segments determines the number of
* sides.
*
* ```js
* const geometry = new THREE.CircleGeometry( 5, 32 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const circle = new THREE.Mesh( geometry, material );
* scene.add( circle )
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#CircleGeometry
*/
class CircleGeometry extends BufferGeometry {
/**
* Constructs a new circle geometry.
*
* @param {number} [radius=1] - Radius of the circle.
* @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
* @param {number} [thetaStart=0] - Start angle for first segment in radians.
* @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
* of the circular sector in radians. The default value results in a complete circle.
*/
constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'CircleGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
segments: segments,
thetaStart: thetaStart,
thetaLength: thetaLength
};
segments = Math.max( 3, segments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const vertex = new Vector3();
const uv = new Vector2();
// center point
vertices.push( 0, 0, 0 );
normals.push( 0, 0, 1 );
uvs.push( 0.5, 0.5 );
for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
const segment = thetaStart + s / segments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment );
vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uvs
uv.x = ( vertices[ i ] / radius + 1 ) / 2;
uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// indices
for ( let i = 1; i <= segments; i ++ ) {
indices.push( i, i + 1, 0 );
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {CircleGeometry} A new instance.
*/
static fromJSON( data ) {
return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
}
}
/**
* A geometry class for representing a cylinder.
*
* ```js
* const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const cylinder = new THREE.Mesh( geometry, material );
* scene.add( cylinder );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#CylinderGeometry
*/
class CylinderGeometry extends BufferGeometry {
/**
* Constructs a new cylinder geometry.
*
* @param {number} [radiusTop=1] - Radius of the cylinder at the top.
* @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
* @param {number} [height=1] - Height of the cylinder.
* @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
* @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
* @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
* @param {number} [thetaStart=0] - Start angle for first segment, in radians.
* @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
* The default value results in a complete cylinder.
*/
constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'CylinderGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radiusTop: radiusTop,
radiusBottom: radiusBottom,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength
};
const scope = this;
radialSegments = Math.floor( radialSegments );
heightSegments = Math.floor( heightSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let index = 0;
const indexArray = [];
const halfHeight = height / 2;
let groupStart = 0;
// generate geometry
generateTorso();
if ( openEnded === false ) {
if ( radiusTop > 0 ) generateCap( true );
if ( radiusBottom > 0 ) generateCap( false );
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function generateTorso() {
const normal = new Vector3();
const vertex = new Vector3();
let groupCount = 0;
// this will be used to calculate the normal
const slope = ( radiusBottom - radiusTop ) / height;
// generate vertices, normals and uvs
for ( let y = 0; y <= heightSegments; y ++ ) {
const indexRow = [];
const v = y / heightSegments;
// calculate the radius of the current row
const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
for ( let x = 0; x <= radialSegments; x ++ ) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const sinTheta = Math.sin( theta );
const cosTheta = Math.cos( theta );
// vertex
vertex.x = radius * sinTheta;
vertex.y = - v * height + halfHeight;
vertex.z = radius * cosTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set( sinTheta, slope, cosTheta ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u, 1 - v );
// save index of vertex in respective row
indexRow.push( index ++ );
}
// now save vertices of the row in our index array
indexArray.push( indexRow );
}
// generate indices
for ( let x = 0; x < radialSegments; x ++ ) {
for ( let y = 0; y < heightSegments; y ++ ) {
// we use the index array to access the correct indices
const a = indexArray[ y ][ x ];
const b = indexArray[ y + 1 ][ x ];
const c = indexArray[ y + 1 ][ x + 1 ];
const d = indexArray[ y ][ x + 1 ];
// faces
if ( radiusTop > 0 || y !== 0 ) {
indices.push( a, b, d );
groupCount += 3;
}
if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
indices.push( b, c, d );
groupCount += 3;
}
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, 0 );
// calculate new start value for groups
groupStart += groupCount;
}
function generateCap( top ) {
// save the index of the first center vertex
const centerIndexStart = index;
const uv = new Vector2();
const vertex = new Vector3();
let groupCount = 0;
const radius = ( top === true ) ? radiusTop : radiusBottom;
const sign = ( top === true ) ? 1 : -1;
// first we generate the center vertex data of the cap.
// because the geometry needs one set of uvs per face,
// we must generate a center vertex per face/segment
for ( let x = 1; x <= radialSegments; x ++ ) {
// vertex
vertices.push( 0, halfHeight * sign, 0 );
// normal
normals.push( 0, sign, 0 );
// uv
uvs.push( 0.5, 0.5 );
// increase index
index ++;
}
// save the index of the last center vertex
const centerIndexEnd = index;
// now we generate the surrounding vertices, normals and uvs
for ( let x = 0; x <= radialSegments; x ++ ) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const cosTheta = Math.cos( theta );
const sinTheta = Math.sin( theta );
// vertex
vertex.x = radius * sinTheta;
vertex.y = halfHeight * sign;
vertex.z = radius * cosTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, sign, 0 );
// uv
uv.x = ( cosTheta * 0.5 ) + 0.5;
uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
uvs.push( uv.x, uv.y );
// increase index
index ++;
}
// generate indices
for ( let x = 0; x < radialSegments; x ++ ) {
const c = centerIndexStart + x;
const i = centerIndexEnd + x;
if ( top === true ) {
// face top
indices.push( i, i + 1, c );
} else {
// face bottom
indices.push( i + 1, i, c );
}
groupCount += 3;
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
// calculate new start value for groups
groupStart += groupCount;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {CylinderGeometry} A new instance.
*/
static fromJSON( data ) {
return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
}
}
/**
* A geometry class for representing a cone.
*
* ```js
* const geometry = new THREE.ConeGeometry( 5, 20, 32 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const cone = new THREE.Mesh(geometry, material );
* scene.add( cone );
* ```
*
* @augments CylinderGeometry
* @demo scenes/geometry-browser.html#ConeGeometry
*/
class ConeGeometry extends CylinderGeometry {
/**
* Constructs a new cone geometry.
*
* @param {number} [radius=1] - Radius of the cone base.
* @param {number} [height=1] - Height of the cone.
* @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
* @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
* @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
* @param {number} [thetaStart=0] - Start angle for first segment, in radians.
* @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
* The default value results in a complete cone.
*/
constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
this.type = 'ConeGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength
};
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {ConeGeometry} A new instance.
*/
static fromJSON( data ) {
return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
}
}
/**
* A polyhedron is a solid in three dimensions with flat faces. This class
* will take an array of vertices, project them onto a sphere, and then
* divide them up to the desired level of detail.
*
* @augments BufferGeometry
*/
class PolyhedronGeometry extends BufferGeometry {
/**
* Constructs a new polyhedron geometry.
*
* @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
* @param {Array<number>} [indices] - A flat array of indices describing the base shape.
* @param {number} [radius=1] - The radius of the shape.
* @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
*/
constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
super();
this.type = 'PolyhedronGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
vertices: vertices,
indices: indices,
radius: radius,
detail: detail
};
// default buffer data
const vertexBuffer = [];
const uvBuffer = [];
// the subdivision creates the vertex buffer data
subdivide( detail );
// all vertices should lie on a conceptual sphere with a given radius
applyRadius( radius );
// finally, create the uv data
generateUVs();
// build non-indexed geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
if ( detail === 0 ) {
this.computeVertexNormals(); // flat normals
} else {
this.normalizeNormals(); // smooth normals
}
// helper functions
function subdivide( detail ) {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
// iterate over all faces and apply a subdivision with the given detail value
for ( let i = 0; i < indices.length; i += 3 ) {
// get the vertices of the face
getVertexByIndex( indices[ i + 0 ], a );
getVertexByIndex( indices[ i + 1 ], b );
getVertexByIndex( indices[ i + 2 ], c );
// perform subdivision
subdivideFace( a, b, c, detail );
}
}
function subdivideFace( a, b, c, detail ) {
const cols = detail + 1;
// we use this multidimensional array as a data structure for creating the subdivision
const v = [];
// construct all of the vertices for this subdivision
for ( let i = 0; i <= cols; i ++ ) {
v[ i ] = [];
const aj = a.clone().lerp( c, i / cols );
const bj = b.clone().lerp( c, i / cols );
const rows = cols - i;
for ( let j = 0; j <= rows; j ++ ) {
if ( j === 0 && i === cols ) {
v[ i ][ j ] = aj;
} else {
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
}
}
}
// construct all of the faces
for ( let i = 0; i < cols; i ++ ) {
for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
const k = Math.floor( j / 2 );
if ( j % 2 === 0 ) {
pushVertex( v[ i ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k ] );
pushVertex( v[ i ][ k ] );
} else {
pushVertex( v[ i ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k + 1 ] );
pushVertex( v[ i + 1 ][ k ] );
}
}
}
}
function applyRadius( radius ) {
const vertex = new Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ];
vertex.y = vertexBuffer[ i + 1 ];
vertex.z = vertexBuffer[ i + 2 ];
vertex.normalize().multiplyScalar( radius );
vertexBuffer[ i + 0 ] = vertex.x;
vertexBuffer[ i + 1 ] = vertex.y;
vertexBuffer[ i + 2 ] = vertex.z;
}
}
function generateUVs() {
const vertex = new Vector3();
for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ];
vertex.y = vertexBuffer[ i + 1 ];
vertex.z = vertexBuffer[ i + 2 ];
const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
const v = inclination( vertex ) / Math.PI + 0.5;
uvBuffer.push( u, 1 - v );
}
correctUVs();
correctSeam();
}
function correctSeam() {
// handle case when face straddles the seam, see #3269
for ( let i = 0; i < uvBuffer.length; i += 6 ) {
// uv data of a single face
const x0 = uvBuffer[ i + 0 ];
const x1 = uvBuffer[ i + 2 ];
const x2 = uvBuffer[ i + 4 ];
const max = Math.max( x0, x1, x2 );
const min = Math.min( x0, x1, x2 );
// 0.9 is somewhat arbitrary
if ( max > 0.9 && min < 0.1 ) {
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
}
}
}
function pushVertex( vertex ) {
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
}
function getVertexByIndex( index, vertex ) {
const stride = index * 3;
vertex.x = vertices[ stride + 0 ];
vertex.y = vertices[ stride + 1 ];
vertex.z = vertices[ stride + 2 ];
}
function correctUVs() {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
const centroid = new Vector3();
const uvA = new Vector2();
const uvB = new Vector2();
const uvC = new Vector2();
for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
const azi = azimuth( centroid );
correctUV( uvA, j + 0, a, azi );
correctUV( uvB, j + 2, b, azi );
correctUV( uvC, j + 4, c, azi );
}
}
function correctUV( uv, stride, vector, azimuth ) {
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
uvBuffer[ stride ] = uv.x - 1;
}
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
}
}
// Angle around the Y axis, counter-clockwise when looking from above.
function azimuth( vector ) {
return Math.atan2( vector.z, - vector.x );
}
// Angle above the XZ plane.
function inclination( vector ) {
return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {PolyhedronGeometry} A new instance.
*/
static fromJSON( data ) {
return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
}
}
/**
* A geometry class for representing a dodecahedron.
*
* ```js
* const geometry = new THREE.DodecahedronGeometry();
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const dodecahedron = new THREE.Mesh( geometry, material );
* scene.add( dodecahedron );
* ```
*
* @augments PolyhedronGeometry
* @demo scenes/geometry-browser.html#DodecahedronGeometry
*/
class DodecahedronGeometry extends PolyhedronGeometry {
/**
* Constructs a new dodecahedron geometry.
*
* @param {number} [radius=1] - Radius of the dodecahedron.
* @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
*/
constructor( radius = 1, detail = 0 ) {
const t = ( 1 + Math.sqrt( 5 ) ) / 2;
const r = 1 / t;
const vertices = [
// (±1, ±1, ±1)
-1, -1, -1, -1, -1, 1,
-1, 1, -1, -1, 1, 1,
1, -1, -1, 1, -1, 1,
1, 1, -1, 1, 1, 1,
// (0, ±1/φ, ±φ)
0, - r, - t, 0, - r, t,
0, r, - t, 0, r, t,
// (±1/φ, ±φ, 0)
- r, - t, 0, - r, t, 0,
r, - t, 0, r, t, 0,
// (±φ, 0, ±1/φ)
- t, 0, - r, t, 0, - r,
- t, 0, r, t, 0, r
];
const indices = [
3, 11, 7, 3, 7, 15, 3, 15, 13,
7, 19, 17, 7, 17, 6, 7, 6, 15,
17, 4, 8, 17, 8, 10, 17, 10, 6,
8, 0, 16, 8, 16, 2, 8, 2, 10,
0, 12, 1, 0, 1, 18, 0, 18, 16,
6, 10, 2, 6, 2, 13, 6, 13, 15,
2, 16, 18, 2, 18, 3, 2, 3, 13,
18, 1, 9, 18, 9, 11, 18, 11, 3,
4, 14, 12, 4, 12, 0, 4, 0, 8,
11, 9, 5, 11, 5, 19, 11, 19, 7,
19, 5, 14, 19, 14, 4, 19, 4, 17,
1, 12, 14, 1, 14, 5, 1, 5, 9
];
super( vertices, indices, radius, detail );
this.type = 'DodecahedronGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
detail: detail
};
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {DodecahedronGeometry} A new instance.
*/
static fromJSON( data ) {
return new DodecahedronGeometry( data.radius, data.detail );
}
}
const _v0 = /*@__PURE__*/ new Vector3();
const _v1$1 = /*@__PURE__*/ new Vector3();
const _normal = /*@__PURE__*/ new Vector3();
const _triangle = /*@__PURE__*/ new Triangle();
/**
* Can be used as a helper object to view the edges of a geometry.
*
* ```js
* const geometry = new THREE.BoxGeometry();
* const edges = new THREE.EdgesGeometry( geometry );
* const line = new THREE.LineSegments( edges );
* scene.add( line );
* ```
*
* Note: It is not yet possible to serialize/deserialize instances of this class.
*
* @augments BufferGeometry
*/
class EdgesGeometry extends BufferGeometry {
/**
* Constructs a new edges geometry.
*
* @param {?BufferGeometry} [geometry=null] - The geometry.
* @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
* between the face normals of the adjoining faces exceeds this value.
*/
constructor( geometry = null, thresholdAngle = 1 ) {
super();
this.type = 'EdgesGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
geometry: geometry,
thresholdAngle: thresholdAngle
};
if ( geometry !== null ) {
const precisionPoints = 4;
const precision = Math.pow( 10, precisionPoints );
const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
const indexAttr = geometry.getIndex();
const positionAttr = geometry.getAttribute( 'position' );
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
const indexArr = [ 0, 0, 0 ];
const vertKeys = [ 'a', 'b', 'c' ];
const hashes = new Array( 3 );
const edgeData = {};
const vertices = [];
for ( let i = 0; i < indexCount; i += 3 ) {
if ( indexAttr ) {
indexArr[ 0 ] = indexAttr.getX( i );
indexArr[ 1 ] = indexAttr.getX( i + 1 );
indexArr[ 2 ] = indexAttr.getX( i + 2 );
} else {
indexArr[ 0 ] = i;
indexArr[ 1 ] = i + 1;
indexArr[ 2 ] = i + 2;
}
const { a, b, c } = _triangle;
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
_triangle.getNormal( _normal );
// create hashes for the edge from the vertices
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
// skip degenerate triangles
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
continue;
}
// iterate over every edge
for ( let j = 0; j < 3; j ++ ) {
// get the first and next vertex making up the edge
const jNext = ( j + 1 ) % 3;
const vecHash0 = hashes[ j ];
const vecHash1 = hashes[ jNext ];
const v0 = _triangle[ vertKeys[ j ] ];
const v1 = _triangle[ vertKeys[ jNext ] ];
const hash = `${ vecHash0 }_${ vecHash1 }`;
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
// if we found a sibling edge add it into the vertex array if
// it meets the angle threshold and delete the edge from the map.
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
vertices.push( v0.x, v0.y, v0.z );
vertices.push( v1.x, v1.y, v1.z );
}
edgeData[ reverseHash ] = null;
} else if ( ! ( hash in edgeData ) ) {
// if we've already got an edge here then skip adding a new one
edgeData[ hash ] = {
index0: indexArr[ j ],
index1: indexArr[ jNext ],
normal: _normal.clone(),
};
}
}
}
// iterate over all remaining, unmatched edges and add them to the vertex array
for ( const key in edgeData ) {
if ( edgeData[ key ] ) {
const { index0, index1 } = edgeData[ key ];
_v0.fromBufferAttribute( positionAttr, index0 );
_v1$1.fromBufferAttribute( positionAttr, index1 );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
}
}
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
/**
* An abstract base class for creating an analytic curve object that contains methods
* for interpolation.
*
* @abstract
*/
class Curve {
/**
* Constructs a new curve.
*/
constructor() {
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'Curve';
/**
* This value determines the amount of divisions when calculating the
* cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
* precision when using methods like {@link Curve#getSpacedPoints}, it is
* recommended to increase the value of this property if the curve is very large.
*
* @type {number}
* @default 200
*/
this.arcLengthDivisions = 200;
/**
* Must be set to `true` if the curve parameters have changed.
*
* @type {boolean}
* @default false
*/
this.needsUpdate = false;
/**
* An internal cache that holds precomputed curve length values.
*
* @private
* @type {?Array<number>}
* @default null
*/
this.cacheArcLengths = null;
}
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor.
*
* @abstract
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
getPoint( /* t, optionalTarget */ ) {
warn( 'Curve: .getPoint() not implemented.' );
}
/**
* This method returns a vector in 2D or 3D space (depending on the curve definition)
* for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
* of the curve which equidistant samples.
*
* @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
getPointAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getPoint( t, optionalTarget );
}
/**
* This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
* the curve shape.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
getPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPoint( d / divisions ) );
}
return points;
}
// Get sequence of points using getPointAt( u )
/**
* This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
* the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
* curve.
*
* @param {number} [divisions=5] - The number of divisions.
* @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
*/
getSpacedPoints( divisions = 5 ) {
const points = [];
for ( let d = 0; d <= divisions; d ++ ) {
points.push( this.getPointAt( d / divisions ) );
}
return points;
}
/**
* Returns the total arc length of the curve.
*
* @return {number} The length of the curve.
*/
getLength() {
const lengths = this.getLengths();
return lengths[ lengths.length - 1 ];
}
/**
* Returns an array of cumulative segment lengths of the curve.
*
* @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
* @return {Array<number>} An array holding the cumulative segment lengths.
*/
getLengths( divisions = this.arcLengthDivisions ) {
if ( this.cacheArcLengths &&
( this.cacheArcLengths.length === divisions + 1 ) &&
! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
const cache = [];
let current, last = this.getPoint( 0 );
let sum = 0;
cache.push( 0 );
for ( let p = 1; p <= divisions; p ++ ) {
current = this.getPoint( p / divisions );
sum += current.distanceTo( last );
cache.push( sum );
last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
}
/**
* Update the cumulative segment distance cache. The method must be called
* every time curve parameters are changed. If an updated curve is part of a
* composed curve like {@link CurvePath}, this method must be called on the
* composed curve, too.
*/
updateArcLengths() {
this.needsUpdate = true;
this.getLengths();
}
/**
* Given an interpolation factor in the range `[0,1]`, this method returns an updated
* interpolation factor in the same range that can be ued to sample equidistant points
* from a curve.
*
* @param {number} u - The interpolation factor.
* @param {?number} distance - An optional distance on the curve.
* @return {number} The updated interpolation factor.
*/
getUtoTmapping( u, distance = null ) {
const arcLengths = this.getLengths();
let i = 0;
const il = arcLengths.length;
let targetArcLength; // The targeted u distance value to get
if ( distance ) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[ il - 1 ];
}
// binary search for the index with largest value smaller than target u distance
let low = 0, high = il - 1, comparison;
while ( low <= high ) {
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
comparison = arcLengths[ i ] - targetArcLength;
if ( comparison < 0 ) {
low = i + 1;
} else if ( comparison > 0 ) {
high = i - 1;
} else {
high = i;
break;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
const lengthBefore = arcLengths[ i ];
const lengthAfter = arcLengths[ i + 1 ];
const segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
const t = ( i + segmentFraction ) / ( il - 1 );
return t;
}
/**
* Returns a unit vector tangent for the given interpolation factor.
* If the derived curve does not implement its tangent derivation,
* two points a small delta apart will be used to find its gradient
* which seems to give a reasonable approximation.
*
* @param {number} t - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
*/
getTangent( t, optionalTarget ) {
const delta = 0.0001;
let t1 = t - delta;
let t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0;
if ( t2 > 1 ) t2 = 1;
const pt1 = this.getPoint( t1 );
const pt2 = this.getPoint( t2 );
const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
tangent.copy( pt2 ).sub( pt1 ).normalize();
return tangent;
}
/**
* Same as {@link Curve#getTangent} but with equidistant samples.
*
* @param {number} u - The interpolation factor.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {(Vector2|Vector3)} The tangent vector.
* @see {@link Curve#getPointAt}
*/
getTangentAt( u, optionalTarget ) {
const t = this.getUtoTmapping( u );
return this.getTangent( t, optionalTarget );
}
/**
* Generates the Frenet Frames. Requires a curve definition in 3D space. Used
* in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
*
* @param {number} segments - The number of segments.
* @param {boolean} [closed=false] - Whether the curve is closed or not.
* @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
*/
computeFrenetFrames( segments, closed = false ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
const normal = new Vector3();
const tangents = [];
const normals = [];
const binormals = [];
const vec = new Vector3();
const mat = new Matrix4();
// compute the tangent vectors for each segment on the curve
for ( let i = 0; i <= segments; i ++ ) {
const u = i / segments;
tangents[ i ] = this.getTangentAt( u, new Vector3() );
}
// select an initial normal vector perpendicular to the first tangent vector,
// and in the direction of the minimum tangent xyz component
normals[ 0 ] = new Vector3();
binormals[ 0 ] = new Vector3();
let min = Number.MAX_VALUE;
const tx = Math.abs( tangents[ 0 ].x );
const ty = Math.abs( tangents[ 0 ].y );
const tz = Math.abs( tangents[ 0 ].z );
if ( tx <= min ) {
min = tx;
normal.set( 1, 0, 0 );
}
if ( ty <= min ) {
min = ty;
normal.set( 0, 1, 0 );
}
if ( tz <= min ) {
normal.set( 0, 0, 1 );
}
vec.crossVectors( tangents[ 0 ], normal ).normalize();
normals[ 0 ].crossVectors( tangents[ 0 ], vec );
binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
// compute the slowly-varying normal and binormal vectors for each segment on the curve
for ( let i = 1; i <= segments; i ++ ) {
normals[ i ] = normals[ i - 1 ].clone();
binormals[ i ] = binormals[ i - 1 ].clone();
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
if ( vec.length() > Number.EPSILON ) {
vec.normalize();
const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
}
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
if ( closed === true ) {
let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
theta /= segments;
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
theta = - theta;
}
for ( let i = 1; i <= segments; i ++ ) {
// twist a little...
normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return {
tangents: tangents,
normals: normals,
binormals: binormals
};
}
/**
* Returns a new curve with copied values from this instance.
*
* @return {Curve} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given curve to this instance.
*
* @param {Curve} source - The curve to copy.
* @return {Curve} A reference to this curve.
*/
copy( source ) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
}
/**
* Serializes the curve into JSON.
*
* @return {Object} A JSON object representing the serialized curve.
* @see {@link ObjectLoader#parse}
*/
toJSON() {
const data = {
metadata: {
version: 4.7,
type: 'Curve',
generator: 'Curve.toJSON'
}
};
data.arcLengthDivisions = this.arcLengthDivisions;
data.type = this.type;
return data;
}
/**
* Deserializes the curve from the given JSON.
*
* @param {Object} json - The JSON holding the serialized curve.
* @return {Curve} A reference to this curve.
*/
fromJSON( json ) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
}
/**
* A curve representing an ellipse.
*
* ```js
* const curve = new THREE.EllipseCurve(
* 0, 0,
* 10, 10,
* 0, 2 * Math.PI,
* false,
* 0
* );
*
* const points = curve.getPoints( 50 );
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
*
* // Create the final object to add to the scene
* const ellipse = new THREE.Line( geometry, material );
* ```
*
* @augments Curve
*/
class EllipseCurve extends Curve {
/**
* Constructs a new ellipse curve.
*
* @param {number} [aX=0] - The X center of the ellipse.
* @param {number} [aY=0] - The Y center of the ellipse.
* @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
* @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
* @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
* @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
* @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
* @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
*/
constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isEllipseCurve = true;
this.type = 'EllipseCurve';
/**
* The X center of the ellipse.
*
* @type {number}
* @default 0
*/
this.aX = aX;
/**
* The Y center of the ellipse.
*
* @type {number}
* @default 0
*/
this.aY = aY;
/**
* The radius of the ellipse in the x direction.
* Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
*
* @type {number}
* @default 1
*/
this.xRadius = xRadius;
/**
* The radius of the ellipse in the y direction.
* Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
*
* @type {number}
* @default 1
*/
this.yRadius = yRadius;
/**
* The start angle of the curve in radians starting from the positive X axis.
*
* @type {number}
* @default 0
*/
this.aStartAngle = aStartAngle;
/**
* The end angle of the curve in radians starting from the positive X axis.
*
* @type {number}
* @default Math.PI*2
*/
this.aEndAngle = aEndAngle;
/**
* Whether the ellipse is drawn clockwise or not.
*
* @type {boolean}
* @default false
*/
this.aClockwise = aClockwise;
/**
* The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
*
* @type {number}
* @default 0
*/
this.aRotation = aRotation;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector2} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const twoPi = Math.PI * 2;
let deltaAngle = this.aEndAngle - this.aStartAngle;
const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
// ensures that deltaAngle is 0 .. 2 PI
while ( deltaAngle < 0 ) deltaAngle += twoPi;
while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
if ( deltaAngle < Number.EPSILON ) {
if ( samePoints ) {
deltaAngle = 0;
} else {
deltaAngle = twoPi;
}
}
if ( this.aClockwise === true && ! samePoints ) {
if ( deltaAngle === twoPi ) {
deltaAngle = - twoPi;
} else {
deltaAngle = deltaAngle - twoPi;
}
}
const angle = this.aStartAngle + t * deltaAngle;
let x = this.aX + this.xRadius * Math.cos( angle );
let y = this.aY + this.yRadius * Math.sin( angle );
if ( this.aRotation !== 0 ) {
const cos = Math.cos( this.aRotation );
const sin = Math.sin( this.aRotation );
const tx = x - this.aX;
const ty = y - this.aY;
// Rotate the point about the center of the ellipse.
x = tx * cos - ty * sin + this.aX;
y = tx * sin + ty * cos + this.aY;
}
return point.set( x, y );
}
copy( source ) {
super.copy( source );
this.aX = source.aX;
this.aY = source.aY;
this.xRadius = source.xRadius;
this.yRadius = source.yRadius;
this.aStartAngle = source.aStartAngle;
this.aEndAngle = source.aEndAngle;
this.aClockwise = source.aClockwise;
this.aRotation = source.aRotation;
return this;
}
toJSON() {
const data = super.toJSON();
data.aX = this.aX;
data.aY = this.aY;
data.xRadius = this.xRadius;
data.yRadius = this.yRadius;
data.aStartAngle = this.aStartAngle;
data.aEndAngle = this.aEndAngle;
data.aClockwise = this.aClockwise;
data.aRotation = this.aRotation;
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.aX = json.aX;
this.aY = json.aY;
this.xRadius = json.xRadius;
this.yRadius = json.yRadius;
this.aStartAngle = json.aStartAngle;
this.aEndAngle = json.aEndAngle;
this.aClockwise = json.aClockwise;
this.aRotation = json.aRotation;
return this;
}
}
/**
* A curve representing an arc.
*
* @augments EllipseCurve
*/
class ArcCurve extends EllipseCurve {
/**
* Constructs a new arc curve.
*
* @param {number} [aX=0] - The X center of the ellipse.
* @param {number} [aY=0] - The Y center of the ellipse.
* @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
* @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
* @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
* @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
*/
constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isArcCurve = true;
this.type = 'ArcCurve';
}
}
function CubicPoly() {
/**
* Centripetal CatmullRom Curve - which is useful for avoiding
* cusps and self-intersections in non-uniform catmull rom curves.
* http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
*
* curve.type accepts centripetal(default), chordal and catmullrom
* curve.tension is used for catmullrom which defaults to 0.5
*/
/*
Based on an optimized c++ solution in
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- http://ideone.com/NoEbVM
This CubicPoly class could be used for reusing some variables and calculations,
but for three.js curve use, it could be possible inlined and flatten into a single function call
which can be placed in CurveUtils.
*/
let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
/*
* Compute coefficients for a cubic polynomial
* p(s) = c0 + c1*s + c2*s^2 + c3*s^3
* such that
* p(0) = x0, p(1) = x1
* and
* p'(0) = t0, p'(1) = t1.
*/
function init( x0, x1, t0, t1 ) {
c0 = x0;
c1 = t0;
c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
c3 = 2 * x0 - 2 * x1 + t0 + t1;
}
return {
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
},
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
// compute tangents when parameterized in [t1,t2]
let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
// rescale tangents for parametrization in [0,1]
t1 *= dt1;
t2 *= dt1;
init( x1, x2, t1, t2 );
},
calc: function ( t ) {
const t2 = t * t;
const t3 = t2 * t;
return c0 + c1 * t + c2 * t2 + c3 * t3;
}
};
}
//
const tmp = /*@__PURE__*/ new Vector3();
const tmp2 = /*@__PURE__*/ new Vector3();
const px = /*@__PURE__*/ new CubicPoly();
const py = /*@__PURE__*/ new CubicPoly();
const pz = /*@__PURE__*/ new CubicPoly();
/**
* A curve representing a Catmull-Rom spline.
*
* ```js
* //Create a closed wavey loop
* const curve = new THREE.CatmullRomCurve3( [
* new THREE.Vector3( -10, 0, 10 ),
* new THREE.Vector3( -5, 5, 5 ),
* new THREE.Vector3( 0, 0, 0 ),
* new THREE.Vector3( 5, -5, 5 ),
* new THREE.Vector3( 10, 0, 10 )
* ] );
*
* const points = curve.getPoints( 50 );
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
*
* // Create the final object to add to the scene
* const curveObject = new THREE.Line( geometry, material );
* ```
*
* @augments Curve
*/
class CatmullRomCurve3 extends Curve {
/**
* Constructs a new Catmull-Rom curve.
*
* @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
* @param {boolean} [closed=false] - Whether the curve is closed or not.
* @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
* @param {number} [tension=0.5] - Tension of the curve.
*/
constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCatmullRomCurve3 = true;
this.type = 'CatmullRomCurve3';
/**
* An array of 3D points defining the curve.
*
* @type {Array<Vector3>}
*/
this.points = points;
/**
* Whether the curve is closed or not.
*
* @type {boolean}
* @default false
*/
this.closed = closed;
/**
* The curve type.
*
* @type {('centripetal'|'chordal'|'catmullrom')}
* @default 'centripetal'
*/
this.curveType = curveType;
/**
* Tension of the curve.
*
* @type {number}
* @default 0.5
*/
this.tension = tension;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector3} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const points = this.points;
const l = points.length;
const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
let intPoint = Math.floor( p );
let weight = p - intPoint;
if ( this.closed ) {
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
} else if ( weight === 0 && intPoint === l - 1 ) {
intPoint = l - 2;
weight = 1;
}
let p0, p3; // 4 points (p1 & p2 defined below)
if ( this.closed || intPoint > 0 ) {
p0 = points[ ( intPoint - 1 ) % l ];
} else {
// extrapolate first point
tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
p0 = tmp2;
}
const p1 = points[ intPoint % l ];
const p2 = points[ ( intPoint + 1 ) % l ];
if ( this.closed || intPoint + 2 < l ) {
p3 = points[ ( intPoint + 2 ) % l ];
} else {
// extrapolate last point
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
p3 = tmp;
}
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
// init Centripetal / Chordal Catmull-Rom
const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
// safety check for repeated points
if ( dt1 < 1e-4 ) dt1 = 1.0;
if ( dt0 < 1e-4 ) dt0 = dt1;
if ( dt2 < 1e-4 ) dt2 = dt1;
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
} else if ( this.curveType === 'catmullrom' ) {
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
}
point.set(
px.calc( weight ),
py.calc( weight ),
pz.calc( weight )
);
return point;
}
copy( source ) {
super.copy( source );
this.points = [];
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
const point = source.points[ i ];
this.points.push( point.clone() );
}
this.closed = source.closed;
this.curveType = source.curveType;
this.tension = source.tension;
return this;
}
toJSON() {
const data = super.toJSON();
data.points = [];
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
const point = this.points[ i ];
data.points.push( point.toArray() );
}
data.closed = this.closed;
data.curveType = this.curveType;
data.tension = this.tension;
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.points = [];
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
const point = json.points[ i ];
this.points.push( new Vector3().fromArray( point ) );
}
this.closed = json.closed;
this.curveType = json.curveType;
this.tension = json.tension;
return this;
}
}
/**
* Interpolations contains spline and Bézier functions internally used by concrete curve classes.
*
* Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
*
* @module Interpolations
*/
/**
* Computes a point on a Catmull-Rom spline.
*
* @param {number} t - The interpolation factor.
* @param {number} p0 - The first control point.
* @param {number} p1 - The second control point.
* @param {number} p2 - The third control point.
* @param {number} p3 - The fourth control point.
* @return {number} The calculated point on a Catmull-Rom spline.
*/
function CatmullRom( t, p0, p1, p2, p3 ) {
const v0 = ( p2 - p0 ) * 0.5;
const v1 = ( p3 - p1 ) * 0.5;
const t2 = t * t;
const t3 = t * t2;
return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
}
//
function QuadraticBezierP0( t, p ) {
const k = 1 - t;
return k * k * p;
}
function QuadraticBezierP1( t, p ) {
return 2 * ( 1 - t ) * t * p;
}
function QuadraticBezierP2( t, p ) {
return t * t * p;
}
/**
* Computes a point on a Quadratic Bezier curve.
*
* @param {number} t - The interpolation factor.
* @param {number} p0 - The first control point.
* @param {number} p1 - The second control point.
* @param {number} p2 - The third control point.
* @return {number} The calculated point on a Quadratic Bezier curve.
*/
function QuadraticBezier( t, p0, p1, p2 ) {
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
QuadraticBezierP2( t, p2 );
}
//
function CubicBezierP0( t, p ) {
const k = 1 - t;
return k * k * k * p;
}
function CubicBezierP1( t, p ) {
const k = 1 - t;
return 3 * k * k * t * p;
}
function CubicBezierP2( t, p ) {
return 3 * ( 1 - t ) * t * t * p;
}
function CubicBezierP3( t, p ) {
return t * t * t * p;
}
/**
* Computes a point on a Cubic Bezier curve.
*
* @param {number} t - The interpolation factor.
* @param {number} p0 - The first control point.
* @param {number} p1 - The second control point.
* @param {number} p2 - The third control point.
* @param {number} p3 - The fourth control point.
* @return {number} The calculated point on a Cubic Bezier curve.
*/
function CubicBezier( t, p0, p1, p2, p3 ) {
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
CubicBezierP3( t, p3 );
}
/**
* A curve representing a 2D Cubic Bezier curve.
*
* ```js
* const curve = new THREE.CubicBezierCurve(
* new THREE.Vector2( - 0, 0 ),
* new THREE.Vector2( - 5, 15 ),
* new THREE.Vector2( 20, 15 ),
* new THREE.Vector2( 10, 0 )
* );
*
* const points = curve.getPoints( 50 );
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
*
* // Create the final object to add to the scene
* const curveObject = new THREE.Line( geometry, material );
* ```
*
* @augments Curve
*/
class CubicBezierCurve extends Curve {
/**
* Constructs a new Cubic Bezier curve.
*
* @param {Vector2} [v0] - The start point.
* @param {Vector2} [v1] - The first control point.
* @param {Vector2} [v2] - The second control point.
* @param {Vector2} [v3] - The end point.
*/
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubicBezierCurve = true;
this.type = 'CubicBezierCurve';
/**
* The start point.
*
* @type {Vector2}
*/
this.v0 = v0;
/**
* The first control point.
*
* @type {Vector2}
*/
this.v1 = v1;
/**
* The second control point.
*
* @type {Vector2}
*/
this.v2 = v2;
/**
* The end point.
*
* @type {Vector2}
*/
this.v3 = v3;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector2} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set(
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
this.v3.copy( source.v3 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
this.v3.fromArray( json.v3 );
return this;
}
}
/**
* A curve representing a 3D Cubic Bezier curve.
*
* @augments Curve
*/
class CubicBezierCurve3 extends Curve {
/**
* Constructs a new Cubic Bezier curve.
*
* @param {Vector3} [v0] - The start point.
* @param {Vector3} [v1] - The first control point.
* @param {Vector3} [v2] - The second control point.
* @param {Vector3} [v3] - The end point.
*/
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCubicBezierCurve3 = true;
this.type = 'CubicBezierCurve3';
/**
* The start point.
*
* @type {Vector3}
*/
this.v0 = v0;
/**
* The first control point.
*
* @type {Vector3}
*/
this.v1 = v1;
/**
* The second control point.
*
* @type {Vector3}
*/
this.v2 = v2;
/**
* The end point.
*
* @type {Vector3}
*/
this.v3 = v3;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector3} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set(
CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
this.v3.copy( source.v3 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
data.v3 = this.v3.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
this.v3.fromArray( json.v3 );
return this;
}
}
/**
* A curve representing a 2D line segment.
*
* @augments Curve
*/
class LineCurve extends Curve {
/**
* Constructs a new line curve.
*
* @param {Vector2} [v1] - The start point.
* @param {Vector2} [v2] - The end point.
*/
constructor( v1 = new Vector2(), v2 = new Vector2() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineCurve = true;
this.type = 'LineCurve';
/**
* The start point.
*
* @type {Vector2}
*/
this.v1 = v1;
/**
* The end point.
*
* @type {Vector2}
*/
this.v2 = v2;
}
/**
* Returns a point on the line.
*
* @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
* @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector2} The position on the line.
*/
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 );
point.multiplyScalar( t ).add( this.v1 );
}
return point;
}
// Line curve is linear, so we can overwrite default getPointAt
getPointAt( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
}
getTangent( t, optionalTarget = new Vector2() ) {
return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
}
getTangentAt( u, optionalTarget ) {
return this.getTangent( u, optionalTarget );
}
copy( source ) {
super.copy( source );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
/**
* A curve representing a 3D line segment.
*
* @augments Curve
*/
class LineCurve3 extends Curve {
/**
* Constructs a new line curve.
*
* @param {Vector3} [v1] - The start point.
* @param {Vector3} [v2] - The end point.
*/
constructor( v1 = new Vector3(), v2 = new Vector3() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineCurve3 = true;
this.type = 'LineCurve3';
/**
* The start point.
*
* @type {Vector3}
*/
this.v1 = v1;
/**
* The end point.
*
* @type {Vector2}
*/
this.v2 = v2;
}
/**
* Returns a point on the line.
*
* @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
* @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector3} The position on the line.
*/
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 );
point.multiplyScalar( t ).add( this.v1 );
}
return point;
}
// Line curve is linear, so we can overwrite default getPointAt
getPointAt( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
}
getTangent( t, optionalTarget = new Vector3() ) {
return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
}
getTangentAt( u, optionalTarget ) {
return this.getTangent( u, optionalTarget );
}
copy( source ) {
super.copy( source );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
/**
* A curve representing a 2D Quadratic Bezier curve.
*
* ```js
* const curve = new THREE.QuadraticBezierCurve(
* new THREE.Vector2( - 10, 0 ),
* new THREE.Vector2( 20, 15 ),
* new THREE.Vector2( 10, 0 )
* )
*
* const points = curve.getPoints( 50 );
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
*
* // Create the final object to add to the scene
* const curveObject = new THREE.Line( geometry, material );
* ```
*
* @augments Curve
*/
class QuadraticBezierCurve extends Curve {
/**
* Constructs a new Quadratic Bezier curve.
*
* @param {Vector2} [v0] - The start point.
* @param {Vector2} [v1] - The control point.
* @param {Vector2} [v2] - The end point.
*/
constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isQuadraticBezierCurve = true;
this.type = 'QuadraticBezierCurve';
/**
* The start point.
*
* @type {Vector2}
*/
this.v0 = v0;
/**
* The control point.
*
* @type {Vector2}
*/
this.v1 = v1;
/**
* The end point.
*
* @type {Vector2}
*/
this.v2 = v2;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector2} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set(
QuadraticBezier( t, v0.x, v1.x, v2.x ),
QuadraticBezier( t, v0.y, v1.y, v2.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
/**
* A curve representing a 3D Quadratic Bezier curve.
*
* @augments Curve
*/
class QuadraticBezierCurve3 extends Curve {
/**
* Constructs a new Quadratic Bezier curve.
*
* @param {Vector3} [v0] - The start point.
* @param {Vector3} [v1] - The control point.
* @param {Vector3} [v2] - The end point.
*/
constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isQuadraticBezierCurve3 = true;
this.type = 'QuadraticBezierCurve3';
/**
* The start point.
*
* @type {Vector3}
*/
this.v0 = v0;
/**
* The control point.
*
* @type {Vector3}
*/
this.v1 = v1;
/**
* The end point.
*
* @type {Vector3}
*/
this.v2 = v2;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector3} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector3() ) {
const point = optionalTarget;
const v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set(
QuadraticBezier( t, v0.x, v1.x, v2.x ),
QuadraticBezier( t, v0.y, v1.y, v2.y ),
QuadraticBezier( t, v0.z, v1.z, v2.z )
);
return point;
}
copy( source ) {
super.copy( source );
this.v0.copy( source.v0 );
this.v1.copy( source.v1 );
this.v2.copy( source.v2 );
return this;
}
toJSON() {
const data = super.toJSON();
data.v0 = this.v0.toArray();
data.v1 = this.v1.toArray();
data.v2 = this.v2.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.v0.fromArray( json.v0 );
this.v1.fromArray( json.v1 );
this.v2.fromArray( json.v2 );
return this;
}
}
/**
* A curve representing a 2D spline curve.
*
* ```js
* // Create a sine-like wave
* const curve = new THREE.SplineCurve( [
* new THREE.Vector2( -10, 0 ),
* new THREE.Vector2( -5, 5 ),
* new THREE.Vector2( 0, 0 ),
* new THREE.Vector2( 5, -5 ),
* new THREE.Vector2( 10, 0 )
* ] );
*
* const points = curve.getPoints( 50 );
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
*
* const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
*
* // Create the final object to add to the scene
* const splineObject = new THREE.Line( geometry, material );
* ```
*
* @augments Curve
*/
class SplineCurve extends Curve {
/**
* Constructs a new 2D spline curve.
*
* @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
*/
constructor( points = [] ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSplineCurve = true;
this.type = 'SplineCurve';
/**
* An array of 2D points defining the curve.
*
* @type {Array<Vector2>}
*/
this.points = points;
}
/**
* Returns a point on the curve.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
* @return {Vector2} The position on the curve.
*/
getPoint( t, optionalTarget = new Vector2() ) {
const point = optionalTarget;
const points = this.points;
const p = ( points.length - 1 ) * t;
const intPoint = Math.floor( p );
const weight = p - intPoint;
const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
const p1 = points[ intPoint ];
const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
point.set(
CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
);
return point;
}
copy( source ) {
super.copy( source );
this.points = [];
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
const point = source.points[ i ];
this.points.push( point.clone() );
}
return this;
}
toJSON() {
const data = super.toJSON();
data.points = [];
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
const point = this.points[ i ];
data.points.push( point.toArray() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.points = [];
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
const point = json.points[ i ];
this.points.push( new Vector2().fromArray( point ) );
}
return this;
}
}
var Curves = /*#__PURE__*/Object.freeze({
__proto__: null,
ArcCurve: ArcCurve,
CatmullRomCurve3: CatmullRomCurve3,
CubicBezierCurve: CubicBezierCurve,
CubicBezierCurve3: CubicBezierCurve3,
EllipseCurve: EllipseCurve,
LineCurve: LineCurve,
LineCurve3: LineCurve3,
QuadraticBezierCurve: QuadraticBezierCurve,
QuadraticBezierCurve3: QuadraticBezierCurve3,
SplineCurve: SplineCurve
});
/**
* A base class extending {@link Curve}. `CurvePath` is simply an
* array of connected curves, but retains the API of a curve.
*
* @augments Curve
*/
class CurvePath extends Curve {
/**
* Constructs a new curve path.
*/
constructor() {
super();
this.type = 'CurvePath';
/**
* An array of curves defining the
* path.
*
* @type {Array<Curve>}
*/
this.curves = [];
/**
* Whether the path should automatically be closed
* by a line curve.
*
* @type {boolean}
* @default false
*/
this.autoClose = false;
}
/**
* Adds a curve to this curve path.
*
* @param {Curve} curve - The curve to add.
*/
add( curve ) {
this.curves.push( curve );
}
/**
* Adds a line curve to close the path.
*
* @return {CurvePath} A reference to this curve path.
*/
closePath() {
// Add a line curve if start and end of lines are not connected
const startPoint = this.curves[ 0 ].getPoint( 0 );
const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
if ( ! startPoint.equals( endPoint ) ) {
const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
}
return this;
}
/**
* This method returns a vector in 2D or 3D space (depending on the curve definitions)
* for the given interpolation factor.
*
* @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
* @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
* @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
*/
getPoint( t, optionalTarget ) {
// To get accurate point with reference to
// entire path distance at time t,
// following has to be done:
// 1. Length of each sub path have to be known
// 2. Locate and identify type of curve
// 3. Get t for the curve
// 4. Return curve.getPointAt(t')
const d = t * this.getLength();
const curveLengths = this.getCurveLengths();
let i = 0;
// To think about boundaries points.
while ( i < curveLengths.length ) {
if ( curveLengths[ i ] >= d ) {
const diff = curveLengths[ i ] - d;
const curve = this.curves[ i ];
const segmentLength = curve.getLength();
const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
return curve.getPointAt( u, optionalTarget );
}
i ++;
}
return null;
// loop where sum != 0, sum > d , sum+1 <d
}
getLength() {
// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength
const lens = this.getCurveLengths();
return lens[ lens.length - 1 ];
}
updateArcLengths() {
// cacheLengths must be recalculated.
this.needsUpdate = true;
this.cacheLengths = null;
this.getCurveLengths();
}
/**
* Returns list of cumulative curve lengths of the defined curves.
*
* @return {Array<number>} The curve lengths.
*/
getCurveLengths() {
// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.
// We use cache values if curves and cache array are same length
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
return this.cacheLengths;
}
// Get length of sub-curve
// Push sums into cached array
const lengths = [];
let sums = 0;
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
sums += this.curves[ i ].getLength();
lengths.push( sums );
}
this.cacheLengths = lengths;
return lengths;
}
getSpacedPoints( divisions = 40 ) {
const points = [];
for ( let i = 0; i <= divisions; i ++ ) {
points.push( this.getPoint( i / divisions ) );
}
if ( this.autoClose ) {
points.push( points[ 0 ] );
}
return points;
}
getPoints( divisions = 12 ) {
const points = [];
let last;
for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
const curve = curves[ i ];
const resolution = curve.isEllipseCurve ? divisions * 2
: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
: curve.isSplineCurve ? divisions * curve.points.length
: divisions;
const pts = curve.getPoints( resolution );
for ( let j = 0; j < pts.length; j ++ ) {
const point = pts[ j ];
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
points.push( point );
last = point;
}
}
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
points.push( points[ 0 ] );
}
return points;
}
copy( source ) {
super.copy( source );
this.curves = [];
for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
const curve = source.curves[ i ];
this.curves.push( curve.clone() );
}
this.autoClose = source.autoClose;
return this;
}
toJSON() {
const data = super.toJSON();
data.autoClose = this.autoClose;
data.curves = [];
for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
const curve = this.curves[ i ];
data.curves.push( curve.toJSON() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.autoClose = json.autoClose;
this.curves = [];
for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
const curve = json.curves[ i ];
this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
}
return this;
}
}
/**
* A 2D path representation. The class provides methods for creating paths
* and contours of 2D shapes similar to the 2D Canvas API.
*
* ```js
* const path = new THREE.Path();
*
* path.lineTo( 0, 0.8 );
* path.quadraticCurveTo( 0, 1, 0.2, 1 );
* path.lineTo( 1, 1 );
*
* const points = path.getPoints();
*
* const geometry = new THREE.BufferGeometry().setFromPoints( points );
* const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
*
* const line = new THREE.Line( geometry, material );
* scene.add( line );
* ```
*
* @augments CurvePath
*/
class Path extends CurvePath {
/**
* Constructs a new path.
*
* @param {Array<Vector2>} [points] - An array of 2D points defining the path.
*/
constructor( points ) {
super();
this.type = 'Path';
/**
* The current offset of the path. Any new curve added will start here.
*
* @type {Vector2}
*/
this.currentPoint = new Vector2();
if ( points ) {
this.setFromPoints( points );
}
}
/**
* Creates a path from the given list of points. The points are added
* to the path as instances of {@link LineCurve}.
*
* @param {Array<Vector2>} points - An array of 2D points.
* @return {Path} A reference to this path.
*/
setFromPoints( points ) {
this.moveTo( points[ 0 ].x, points[ 0 ].y );
for ( let i = 1, l = points.length; i < l; i ++ ) {
this.lineTo( points[ i ].x, points[ i ].y );
}
return this;
}
/**
* Moves {@link Path#currentPoint} to the given point.
*
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @return {Path} A reference to this path.
*/
moveTo( x, y ) {
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
return this;
}
/**
* Adds an instance of {@link LineCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} x - The x coordinate of the end point.
* @param {number} y - The y coordinate of the end point.
* @return {Path} A reference to this path.
*/
lineTo( x, y ) {
const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
this.curves.push( curve );
this.currentPoint.set( x, y );
return this;
}
/**
* Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} aCPx - The x coordinate of the control point.
* @param {number} aCPy - The y coordinate of the control point.
* @param {number} aX - The x coordinate of the end point.
* @param {number} aY - The y coordinate of the end point.
* @return {Path} A reference to this path.
*/
quadraticCurveTo( aCPx, aCPy, aX, aY ) {
const curve = new QuadraticBezierCurve(
this.currentPoint.clone(),
new Vector2( aCPx, aCPy ),
new Vector2( aX, aY )
);
this.curves.push( curve );
this.currentPoint.set( aX, aY );
return this;
}
/**
* Adds an instance of {@link CubicBezierCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} aCP1x - The x coordinate of the first control point.
* @param {number} aCP1y - The y coordinate of the first control point.
* @param {number} aCP2x - The x coordinate of the second control point.
* @param {number} aCP2y - The y coordinate of the second control point.
* @param {number} aX - The x coordinate of the end point.
* @param {number} aY - The y coordinate of the end point.
* @return {Path} A reference to this path.
*/
bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
const curve = new CubicBezierCurve(
this.currentPoint.clone(),
new Vector2( aCP1x, aCP1y ),
new Vector2( aCP2x, aCP2y ),
new Vector2( aX, aY )
);
this.curves.push( curve );
this.currentPoint.set( aX, aY );
return this;
}
/**
* Adds an instance of {@link SplineCurve} to the path by connecting
* the current point with the given list of points.
*
* @param {Array<Vector2>} pts - An array of points in 2D space.
* @return {Path} A reference to this path.
*/
splineThru( pts ) {
const npts = [ this.currentPoint.clone() ].concat( pts );
const curve = new SplineCurve( npts );
this.curves.push( curve );
this.currentPoint.copy( pts[ pts.length - 1 ] );
return this;
}
/**
* Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
* to the current point.
*
* @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
* @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
* @param {number} [aRadius=1] - The radius of the arc.
* @param {number} [aStartAngle=0] - The start angle in radians.
* @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
* @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
* @return {Path} A reference to this path.
*/
arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
const x0 = this.currentPoint.x;
const y0 = this.currentPoint.y;
this.absarc( aX + x0, aY + y0, aRadius,
aStartAngle, aEndAngle, aClockwise );
return this;
}
/**
* Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
*
* @param {number} [aX=0] - The x coordinate of the center of the arc.
* @param {number} [aY=0] - The y coordinate of the center of the arc.
* @param {number} [aRadius=1] - The radius of the arc.
* @param {number} [aStartAngle=0] - The start angle in radians.
* @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
* @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
* @return {Path} A reference to this path.
*/
absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
return this;
}
/**
* Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
* to the current point
*
* @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
* @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
* @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
* @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
* @param {number} [aStartAngle=0] - The start angle in radians.
* @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
* @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
* @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
* @return {Path} A reference to this path.
*/
ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
const x0 = this.currentPoint.x;
const y0 = this.currentPoint.y;
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
return this;
}
/**
* Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
*
* @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
* @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
* @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
* @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
* @param {number} [aStartAngle=0] - The start angle in radians.
* @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
* @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
* @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
* @return {Path} A reference to this path.
*/
absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
if ( this.curves.length > 0 ) {
// if a previous curve is present, attempt to join
const firstPoint = curve.getPoint( 0 );
if ( ! firstPoint.equals( this.currentPoint ) ) {
this.lineTo( firstPoint.x, firstPoint.y );
}
}
this.curves.push( curve );
const lastPoint = curve.getPoint( 1 );
this.currentPoint.copy( lastPoint );
return this;
}
copy( source ) {
super.copy( source );
this.currentPoint.copy( source.currentPoint );
return this;
}
toJSON() {
const data = super.toJSON();
data.currentPoint = this.currentPoint.toArray();
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.currentPoint.fromArray( json.currentPoint );
return this;
}
}
/**
* Defines an arbitrary 2d shape plane using paths with optional holes. It
* can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
* points, or to get triangulated faces.
*
* ```js
* const heartShape = new THREE.Shape();
*
* heartShape.moveTo( 25, 25 );
* heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
* heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
* heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
* heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
* heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
* heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
*
* const extrudeSettings = {
* depth: 8,
* bevelEnabled: true,
* bevelSegments: 2,
* steps: 2,
* bevelSize: 1,
* bevelThickness: 1
* };
*
* const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
* const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
* ```
*
* @augments Path
*/
class Shape extends Path {
/**
* Constructs a new shape.
*
* @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
*/
constructor( points ) {
super( points );
/**
* The UUID of the shape.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
this.type = 'Shape';
/**
* Defines the holes in the shape. Hole definitions must use the
* opposite winding order (CW/CCW) than the outer shape.
*
* @type {Array<Path>}
* @readonly
*/
this.holes = [];
}
/**
* Returns an array representing each contour of the holes
* as a list of 2D points.
*
* @param {number} divisions - The fineness of the result.
* @return {Array<Array<Vector2>>} The holes as a series of 2D points.
*/
getPointsHoles( divisions ) {
const holesPts = [];
for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
}
return holesPts;
}
// get points of shape and holes (keypoints based on segments parameter)
/**
* Returns an object that holds contour data for the shape and its holes as
* arrays of 2D points.
*
* @param {number} divisions - The fineness of the result.
* @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
*/
extractPoints( divisions ) {
return {
shape: this.getPoints( divisions ),
holes: this.getPointsHoles( divisions )
};
}
copy( source ) {
super.copy( source );
this.holes = [];
for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
const hole = source.holes[ i ];
this.holes.push( hole.clone() );
}
return this;
}
toJSON() {
const data = super.toJSON();
data.uuid = this.uuid;
data.holes = [];
for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
const hole = this.holes[ i ];
data.holes.push( hole.toJSON() );
}
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.uuid = json.uuid;
this.holes = [];
for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
const hole = json.holes[ i ];
this.holes.push( new Path().fromJSON( hole ) );
}
return this;
}
}
/* eslint-disable */
// copy of mapbox/earcut version 3.0.2
// https://github.com/mapbox/earcut/tree/v3.0.2
function earcut(data, holeIndices, dim = 2) {
const hasHoles = holeIndices && holeIndices.length;
const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
let outerNode = linkedList(data, 0, outerLen, dim, true);
const triangles = [];
if (!outerNode || outerNode.next === outerNode.prev) return triangles;
let minX, minY, invSize;
if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = data[0];
minY = data[1];
let maxX = minX;
let maxY = minY;
for (let i = dim; i < outerLen; i += dim) {
const x = data[i];
const y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max(maxX - minX, maxY - minY);
invSize = invSize !== 0 ? 32767 / invSize : 0;
}
earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
return triangles;
}
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList(data, start, end, dim, clockwise) {
let last;
if (clockwise === (signedArea(data, start, end, dim) > 0)) {
for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
} else {
for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
}
if (last && equals(last, last.next)) {
removeNode(last);
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints(start, end) {
if (!start) return start;
if (!end) end = start;
let p = start,
again;
do {
again = false;
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
removeNode(p);
p = end = p.prev;
if (p === p.next) break;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
let stop = ear;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
const prev = ear.prev;
const next = ear.next;
if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
triangles.push(prev.i, ear.i, next.i); // cut off the triangle
removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = cureLocalIntersections(filterPoints(ear), triangles);
earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
splitEarcut(ear, triangles, dim, minX, minY, invSize);
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar(ear) {
const a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox
const x0 = Math.min(ax, bx, cx),
y0 = Math.min(ay, by, cy),
x1 = Math.max(ax, bx, cx),
y1 = Math.max(ay, by, cy);
let p = c.next;
while (p !== a) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
}
function isEarHashed(ear, minX, minY, invSize) {
const a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
// triangle bbox
const x0 = Math.min(ax, bx, cx),
y0 = Math.min(ay, by, cy),
x1 = Math.max(ax, bx, cx),
y1 = Math.max(ay, by, cy);
// z-order range for the current triangle bbox;
const minZ = zOrder(x0, y0, minX, minY, invSize),
maxZ = zOrder(x1, y1, minX, minY, invSize);
let p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while (p && p.z >= minZ && n && n.z <= maxZ) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while (p && p.z >= minZ) {
if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
// look for remaining points in increasing z-order
while (n && n.z <= maxZ) {
if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections(start, triangles) {
let p = start;
do {
const a = p.prev,
b = p.next.next;
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
triangles.push(a.i, p.i, b.i);
// remove two nodes involved
removeNode(p);
removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return filterPoints(p);
}
// try splitting polygon into two and triangulate them independently
function splitEarcut(start, triangles, dim, minX, minY, invSize) {
// look for a valid diagonal that divides the polygon into two
let a = start;
do {
let b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
let c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);
// run earcut on each half
earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles(data, holeIndices, outerNode, dim) {
const queue = [];
for (let i = 0, len = holeIndices.length; i < len; i++) {
const start = holeIndices[i] * dim;
const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
const list = linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(getLeftmost(list));
}
queue.sort(compareXYSlope);
// process holes from left to right
for (let i = 0; i < queue.length; i++) {
outerNode = eliminateHole(queue[i], outerNode);
}
return outerNode;
}
function compareXYSlope(a, b) {
let result = a.x - b.x;
// when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
// the bridge to the outer shell is always the point that they meet at.
if (result === 0) {
result = a.y - b.y;
if (result === 0) {
const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
result = aSlope - bSlope;
}
}
return result;
}
// find a bridge between vertices that connects hole with an outer ring and link it
function eliminateHole(hole, outerNode) {
const bridge = findHoleBridge(hole, outerNode);
if (!bridge) {
return outerNode;
}
const bridgeReverse = splitPolygon(bridge, hole);
// filter collinear points around the cuts
filterPoints(bridgeReverse, bridgeReverse.next);
return filterPoints(bridge, bridge.next);
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge(hole, outerNode) {
let p = outerNode;
const hx = hole.x;
const hy = hole.y;
let qx = -Infinity;
let m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
// unless they intersect at a vertex, then choose the vertex
if (equals(hole, p)) return p;
do {
if (equals(hole, p.next)) return p.next;
else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
const stop = m;
const mx = m.x;
const my = m.y;
let tanMin = Infinity;
p = m;
do {
if (hx >= p.x && p.x >= mx && hx !== p.x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if (locallyInside(p, hole) &&
(tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
m = p;
tanMin = tan;
}
}
p = p.next;
} while (p !== stop);
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
function sectorContainsSector(m, p) {
return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
}
// interlink polygon nodes in z-order
function indexCurve(start, minX, minY, invSize) {
let p = start;
do {
if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked(list) {
let numMerges;
let inSize = 1;
do {
let p = list;
let e;
list = null;
let tail = null;
numMerges = 0;
while (p) {
numMerges++;
let q = p;
let pSize = 0;
for (let i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
let qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder(x, y, minX, minY, invSize) {
// coords are transformed into non-negative 15-bit integer range
x = (x - minX) * invSize | 0;
y = (y - minY) * invSize | 0;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
function getLeftmost(start) {
let p = start,
leftmost = start;
do {
if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
(ax - px) * (by - py) >= (bx - px) * (ay - py) &&
(bx - px) * (cy - py) >= (cx - px) * (by - py);
}
// check if a point lies within a convex triangle but false if its equal to the first point of the triangle
function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal(a, b) {
return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
(locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
(area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
}
// signed area of a triangle
function area(p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
// check if two points are equal
function equals(p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects(p1, q1, p2, q2) {
const o1 = sign(area(p1, q1, p2));
const o2 = sign(area(p1, q1, q2));
const o3 = sign(area(p2, q2, p1));
const o4 = sign(area(p2, q2, q1));
if (o1 !== o2 && o3 !== o4) return true; // general case
if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
// for collinear points p, q, r, check if point q lies on segment pr
function onSegment(p, q, r) {
return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
function sign(num) {
return num > 0 ? 1 : num < 0 ? -1 : 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon(a, b) {
let p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside(a, b) {
return area(a.prev, a, a.next) < 0 ?
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside(a, b) {
let p = a;
let inside = false;
const px = (a.x + b.x) / 2;
const py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon(a, b) {
const a2 = createNode(a.i, a.x, a.y),
b2 = createNode(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode(i, x, y, last) {
const p = createNode(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
}
function removeNode(p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
}
function createNode(i, x, y) {
return {
i, // vertex index in coordinates array
x, y, // vertex coordinates
prev: null, // previous and next vertex nodes in a polygon ring
next: null,
z: 0, // z-order curve value
prevZ: null, // previous and next nodes in z-order
nextZ: null,
steiner: false // indicates whether this is a steiner point
};
}
function signedArea(data, start, end, dim) {
let sum = 0;
for (let i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
/**
* An implementation of the earcut polygon triangulation algorithm.
* The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
*
* @see https://github.com/mapbox/earcut
*/
class Earcut {
/**
* Triangulates the given shape definition by returning an array of triangles.
*
* @param {Array<number>} data - An array with 2D points.
* @param {Array<number>} holeIndices - An array with indices defining holes.
* @param {number} [dim=2] - The number of coordinates per vertex in the input array.
* @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
* representing vertex indices.
*/
static triangulate( data, holeIndices, dim = 2 ) {
return earcut( data, holeIndices, dim );
}
}
/**
* A class containing utility functions for shapes.
*
* @hideconstructor
*/
class ShapeUtils {
/**
* Calculate area of a ( 2D ) contour polygon.
*
* @param {Array<Vector2>} contour - An array of 2D points.
* @return {number} The area.
*/
static area( contour ) {
const n = contour.length;
let a = 0.0;
for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
}
return a * 0.5;
}
/**
* Returns `true` if the given contour uses a clockwise winding order.
*
* @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
* @return {boolean} Whether the given contour uses a clockwise winding order or not.
*/
static isClockWise( pts ) {
return ShapeUtils.area( pts ) < 0;
}
/**
* Triangulates the given shape definition.
*
* @param {Array<Vector2>} contour - An array of 2D points defining the contour.
* @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
* @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
*/
static triangulateShape( contour, holes ) {
const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
const holeIndices = []; // array of hole indices
const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour );
addContour( vertices, contour );
//
let holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( let i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex );
holeIndex += holes[ i ].length;
addContour( vertices, holes[ i ] );
}
//
const triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( let i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}
}
function removeDupEndPts( points ) {
const l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( let i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x );
vertices.push( contour[ i ].y );
}
}
/**
* Creates extruded geometry from a path shape.
*
* ```js
* const length = 12, width = 8;
*
* const shape = new THREE.Shape();
* shape.moveTo( 0,0 );
* shape.lineTo( 0, width );
* shape.lineTo( length, width );
* shape.lineTo( length, 0 );
* shape.lineTo( 0, 0 );
*
* const geometry = new THREE.ExtrudeGeometry( shape );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const mesh = new THREE.Mesh( geometry, material ) ;
* scene.add( mesh );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#ExtrudeGeometry
*/
class ExtrudeGeometry extends BufferGeometry {
/**
* Constructs a new extrude geometry.
*
* @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
* @param {ExtrudeGeometry~Options} [options] - The extrude settings.
*/
constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( -0.5, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), options = {} ) {
super();
this.type = 'ExtrudeGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
shapes: shapes,
options: options
};
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
const scope = this;
const verticesArray = [];
const uvArray = [];
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
addShape( shape );
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
this.computeVertexNormals();
// functions
function addShape( shape ) {
const placeholder = [];
// options
const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
const steps = options.steps !== undefined ? options.steps : 1;
const depth = options.depth !== undefined ? options.depth : 1;
let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
const extrudePath = options.extrudePath;
const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
//
let extrudePts, extrudeByPath = false;
let splineTube, binormal, normal, position2;
if ( extrudePath ) {
extrudePts = extrudePath.getSpacedPoints( steps );
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
// log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if ( ! bevelEnabled ) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
const shapePoints = shape.extractPoints( curveSegments );
let vertices = shapePoints.shape;
const holes = shapePoints.holes;
const reverse = ! ShapeUtils.isClockWise( vertices );
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
if ( ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
}
/**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates.
* @param {Array<Vector2>} points
*/
function mergeOverlappingPoints( points ) {
const THRESHOLD = 1e-10;
const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
let prevPos = points[ 0 ];
for ( let i = 1; i <= points.length; i ++ ) {
const currentIndex = i % points.length;
const currentPos = points[ currentIndex ];
const dx = currentPos.x - prevPos.x;
const dy = currentPos.y - prevPos.y;
const distSq = dx * dx + dy * dy;
const scalingFactorSqrt = Math.max(
Math.abs( currentPos.x ),
Math.abs( currentPos.y ),
Math.abs( prevPos.x ),
Math.abs( prevPos.y )
);
const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
if ( distSq <= thresholdSqScaled ) {
points.splice( currentIndex, 1 );
i --;
continue;
}
prevPos = currentPos;
}
}
mergeOverlappingPoints( vertices );
holes.forEach( mergeOverlappingPoints );
const numHoles = holes.length;
/* Vertices */
const contour = vertices; // vertices has all points but contour has only points of circumference
for ( let h = 0; h < numHoles; h ++ ) {
const ahole = holes[ h ];
vertices = vertices.concat( ahole );
}
function scalePt2( pt, vec, size ) {
if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
return pt.clone().addScaledVector( vec, size );
}
const vlen = vertices.length;
// Find directions for point movement
function getBevelVec( inPt, inPrev, inNext ) {
// computes for inPt the corresponding point inPt' on a new contour
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
const v_prev_x = inPt.x - inPrev.x,
v_prev_y = inPt.y - inPrev.y;
const v_next_x = inNext.x - inPt.x,
v_next_y = inNext.y - inPt.y;
const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for collinear edges
const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
// not collinear
// length of vectors for normalizing
const v_prev_len = Math.sqrt( v_prev_lensq );
const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
// shift adjacent points by unit vectors to the left
const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
// scaling factor for v_prev to intersection point
const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
( v_prev_x * v_next_y - v_prev_y * v_next_x );
// vector from inPt to intersection point
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
// Don't normalize!, otherwise sharp corners become ugly
// but prevent crazy spikes
const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
if ( v_trans_lensq <= 2 ) {
return new Vector2( v_trans_x, v_trans_y );
} else {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else {
// handle special case of collinear edges
let direction_eq = false; // assumes: opposite
if ( v_prev_x > Number.EPSILON ) {
if ( v_next_x > Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( v_prev_x < - Number.EPSILON ) {
if ( v_next_x < - Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
direction_eq = true;
}
}
}
if ( direction_eq ) {
// log("Warning: lines are a straight sequence");
v_trans_x = - v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt( v_prev_lensq );
} else {
// log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
}
const contourMovements = [];
for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
// log('i,j,k', i, j , k)
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
const holesMovements = [];
let oneHoleMovements, verticesMovements = contourMovements.concat();
for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = [];
for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
}
holesMovements.push( oneHoleMovements );
verticesMovements = verticesMovements.concat( oneHoleMovements );
}
let faces;
if ( bevelSegments === 0 ) {
faces = ShapeUtils.triangulateShape( contour, holes );
} else {
const contractedContourVertices = [];
const expandedHoleVertices = [];
// Loop bevelSegments, 1 for the front, 1 for the back
for ( let b = 0; b < bevelSegments; b ++ ) {
//for ( b = bevelSegments; b > 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, - z );
if ( t === 0 ) contractedContourVertices.push( vert );
}
// expand holes
for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
const oneHoleVertices = [];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
v( vert.x, vert.y, - z );
if ( t === 0 ) oneHoleVertices.push( vert );
}
if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
}
}
faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
}
const flen = faces.length;
const bs = bevelSize + bevelOffset;
// Back facing vertices
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, 0 );
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
// Add stepped vertices...
// Including front facing vertices
for ( let s = 1; s <= steps; s ++ ) {
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth / steps * s );
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
}
// Add bevel segments planes
//for ( b = 1; b <= bevelSegments; b ++ ) {
for ( let b = bevelSegments - 1; b >= 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, depth + z );
}
// expand holes
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth + z );
} else {
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
}
}
}
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
function buildLidFaces() {
const start = verticesArray.length / 3;
if ( bevelEnabled ) {
let layer = 0; // steps + 1
let offset = vlen * layer;
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
}
} else {
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
}
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
}
}
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
const start = verticesArray.length / 3;
let layeroffset = 0;
sidewalls( contour, layeroffset );
layeroffset += contour.length;
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
sidewalls( ahole, layeroffset );
//, true
layeroffset += ahole.length;
}
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
}
function sidewalls( contour, layeroffset ) {
let i = contour.length;
while ( -- i >= 0 ) {
const j = i;
let k = i - 1;
if ( k < 0 ) k = contour.length - 1;
//log('b', i,j, i-1, k,vertices.length);
for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
const slen1 = vlen * s;
const slen2 = vlen * ( s + 1 );
const a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d );
}
}
}
function v( x, y, z ) {
placeholder.push( x );
placeholder.push( y );
placeholder.push( z );
}
function f3( a, b, c ) {
addVertex( a );
addVertex( b );
addVertex( c );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
}
function f4( a, b, c, d ) {
addVertex( a );
addVertex( b );
addVertex( d );
addVertex( b );
addVertex( c );
addVertex( d );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 3 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
addUV( uvs[ 3 ] );
}
function addVertex( index ) {
verticesArray.push( placeholder[ index * 3 + 0 ] );
verticesArray.push( placeholder[ index * 3 + 1 ] );
verticesArray.push( placeholder[ index * 3 + 2 ] );
}
function addUV( vector2 ) {
uvArray.push( vector2.x );
uvArray.push( vector2.y );
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
const options = this.parameters.options;
return toJSON$1( shapes, options, data );
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @param {Array<Shape>} shapes - An array of shapes.
* @return {ExtrudeGeometry} A new instance.
*/
static fromJSON( data, shapes ) {
const geometryShapes = [];
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
const shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
const extrudePath = data.options.extrudePath;
if ( extrudePath !== undefined ) {
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
}
return new ExtrudeGeometry( geometryShapes, data.options );
}
}
const WorldUVGenerator = {
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
return [
new Vector2( a_x, a_y ),
new Vector2( b_x, b_y ),
new Vector2( c_x, c_y )
];
},
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const a_z = vertices[ indexA * 3 + 2 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const b_z = vertices[ indexB * 3 + 2 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
const c_z = vertices[ indexC * 3 + 2 ];
const d_x = vertices[ indexD * 3 ];
const d_y = vertices[ indexD * 3 + 1 ];
const d_z = vertices[ indexD * 3 + 2 ];
if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
return [
new Vector2( a_x, 1 - a_z ),
new Vector2( b_x, 1 - b_z ),
new Vector2( c_x, 1 - c_z ),
new Vector2( d_x, 1 - d_z )
];
} else {
return [
new Vector2( a_y, 1 - a_z ),
new Vector2( b_y, 1 - b_z ),
new Vector2( c_y, 1 - c_z ),
new Vector2( d_y, 1 - d_z )
];
}
}
};
function toJSON$1( shapes, options, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
data.options = Object.assign( {}, options );
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
return data;
}
/**
* A geometry class for representing an icosahedron.
*
* ```js
* const geometry = new THREE.IcosahedronGeometry();
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const icosahedron = new THREE.Mesh( geometry, material );
* scene.add( icosahedron );
* ```
*
* @augments PolyhedronGeometry
* @demo scenes/geometry-browser.html#IcosahedronGeometry
*/
class IcosahedronGeometry extends PolyhedronGeometry {
/**
* Constructs a new icosahedron geometry.
*
* @param {number} [radius=1] - Radius of the icosahedron.
* @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
*/
constructor( radius = 1, detail = 0 ) {
const t = ( 1 + Math.sqrt( 5 ) ) / 2;
const vertices = [
-1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
];
const indices = [
0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
];
super( vertices, indices, radius, detail );
this.type = 'IcosahedronGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
detail: detail
};
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {IcosahedronGeometry} A new instance.
*/
static fromJSON( data ) {
return new IcosahedronGeometry( data.radius, data.detail );
}
}
/**
* Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
*
* ```js
* const points = [];
* for ( let i = 0; i < 10; i ++ ) {
* points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
* }
* const geometry = new THREE.LatheGeometry( points );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const lathe = new THREE.Mesh( geometry, material );
* scene.add( lathe );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#LatheGeometry
*/
class LatheGeometry extends BufferGeometry {
/**
* Constructs a new lathe geometry.
*
* @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
* must be greater than zero.
* @param {number} [segments=12] - The number of circumference segments to generate.
* @param {number} [phiStart=0] - The starting angle in radians.
* @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
* closed lathe, less than 2PI is a portion.
*/
constructor( points = [ new Vector2( 0, -0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
super();
this.type = 'LatheGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
points: points,
segments: segments,
phiStart: phiStart,
phiLength: phiLength
};
segments = Math.floor( segments );
// clamp phiLength so it's in range of [ 0, 2PI ]
phiLength = clamp( phiLength, 0, Math.PI * 2 );
// buffers
const indices = [];
const vertices = [];
const uvs = [];
const initNormals = [];
const normals = [];
// helper variables
const inverseSegments = 1.0 / segments;
const vertex = new Vector3();
const uv = new Vector2();
const normal = new Vector3();
const curNormal = new Vector3();
const prevNormal = new Vector3();
let dx = 0;
let dy = 0;
// pre-compute normals for initial "meridian"
for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
switch ( j ) {
case 0: // special handling for 1st vertex on path
dx = points[ j + 1 ].x - points[ j ].x;
dy = points[ j + 1 ].y - points[ j ].y;
normal.x = dy * 1.0;
normal.y = - dx;
normal.z = dy * 0.0;
prevNormal.copy( normal );
normal.normalize();
initNormals.push( normal.x, normal.y, normal.z );
break;
case ( points.length - 1 ): // special handling for last Vertex on path
initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
break;
default: // default handling for all vertices in between
dx = points[ j + 1 ].x - points[ j ].x;
dy = points[ j + 1 ].y - points[ j ].y;
normal.x = dy * 1.0;
normal.y = - dx;
normal.z = dy * 0.0;
curNormal.copy( normal );
normal.x += prevNormal.x;
normal.y += prevNormal.y;
normal.z += prevNormal.z;
normal.normalize();
initNormals.push( normal.x, normal.y, normal.z );
prevNormal.copy( curNormal );
}
}
// generate vertices, uvs and normals
for ( let i = 0; i <= segments; i ++ ) {
const phi = phiStart + i * inverseSegments * phiLength;
const sin = Math.sin( phi );
const cos = Math.cos( phi );
for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
// vertex
vertex.x = points[ j ].x * sin;
vertex.y = points[ j ].y;
vertex.z = points[ j ].x * cos;
vertices.push( vertex.x, vertex.y, vertex.z );
// uv
uv.x = i / segments;
uv.y = j / ( points.length - 1 );
uvs.push( uv.x, uv.y );
// normal
const x = initNormals[ 3 * j + 0 ] * sin;
const y = initNormals[ 3 * j + 1 ];
const z = initNormals[ 3 * j + 0 ] * cos;
normals.push( x, y, z );
}
}
// indices
for ( let i = 0; i < segments; i ++ ) {
for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
const base = j + i * points.length;
const a = base;
const b = base + points.length;
const c = base + points.length + 1;
const d = base + 1;
// faces
indices.push( a, b, d );
indices.push( c, d, b );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {LatheGeometry} A new instance.
*/
static fromJSON( data ) {
return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
}
}
/**
* A geometry class for representing an octahedron.
*
* ```js
* const geometry = new THREE.OctahedronGeometry();
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const octahedron = new THREE.Mesh( geometry, material );
* scene.add( octahedron );
* ```
*
* @augments PolyhedronGeometry
* @demo scenes/geometry-browser.html#OctahedronGeometry
*/
class OctahedronGeometry extends PolyhedronGeometry {
/**
* Constructs a new octahedron geometry.
*
* @param {number} [radius=1] - Radius of the octahedron.
* @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
*/
constructor( radius = 1, detail = 0 ) {
const vertices = [
1, 0, 0, -1, 0, 0, 0, 1, 0,
0, -1, 0, 0, 0, 1, 0, 0, -1
];
const indices = [
0, 2, 4, 0, 4, 3, 0, 3, 5,
0, 5, 2, 1, 2, 5, 1, 5, 3,
1, 3, 4, 1, 4, 2
];
super( vertices, indices, radius, detail );
this.type = 'OctahedronGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
detail: detail
};
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {OctahedronGeometry} A new instance.
*/
static fromJSON( data ) {
return new OctahedronGeometry( data.radius, data.detail );
}
}
/**
* A geometry class for representing a plane.
*
* ```js
* const geometry = new THREE.PlaneGeometry( 1, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
* const plane = new THREE.Mesh( geometry, material );
* scene.add( plane );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#PlaneGeometry
*/
class PlaneGeometry extends BufferGeometry {
/**
* Constructs a new plane geometry.
*
* @param {number} [width=1] - The width along the X axis.
* @param {number} [height=1] - The height along the Y axis
* @param {number} [widthSegments=1] - The number of segments along the X axis.
* @param {number} [heightSegments=1] - The number of segments along the Y axis.
*/
constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
super();
this.type = 'PlaneGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
width: width,
height: height,
widthSegments: widthSegments,
heightSegments: heightSegments
};
const width_half = width / 2;
const height_half = height / 2;
const gridX = Math.floor( widthSegments );
const gridY = Math.floor( heightSegments );
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
const segment_width = width / gridX;
const segment_height = height / gridY;
//
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segment_height - height_half;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segment_width - width_half;
vertices.push( x, - y, 0 );
normals.push( 0, 0, 1 );
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
}
}
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = ix + gridX1 * iy;
const b = ix + gridX1 * ( iy + 1 );
const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = ( ix + 1 ) + gridX1 * iy;
indices.push( a, b, d );
indices.push( b, c, d );
}
}
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {PlaneGeometry} A new instance.
*/
static fromJSON( data ) {
return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
}
}
/**
* A class for generating a two-dimensional ring geometry.
*
* ```js
* const geometry = new THREE.RingGeometry( 1, 5, 32 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
* const mesh = new THREE.Mesh( geometry, material );
* scene.add( mesh );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#RingGeometry
*/
class RingGeometry extends BufferGeometry {
/**
* Constructs a new ring geometry.
*
* @param {number} [innerRadius=0.5] - The inner radius of the ring.
* @param {number} [outerRadius=1] - The outer radius of the ring.
* @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
* @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
* @param {number} [thetaStart=0] - Starting angle in radians.
* @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
*/
constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'RingGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
innerRadius: innerRadius,
outerRadius: outerRadius,
thetaSegments: thetaSegments,
phiSegments: phiSegments,
thetaStart: thetaStart,
thetaLength: thetaLength
};
thetaSegments = Math.max( 3, thetaSegments );
phiSegments = Math.max( 1, phiSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// some helper variables
let radius = innerRadius;
const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
const vertex = new Vector3();
const uv = new Vector2();
// generate vertices, normals and uvs
for ( let j = 0; j <= phiSegments; j ++ ) {
for ( let i = 0; i <= thetaSegments; i ++ ) {
// values are generate from the inside of the ring to the outside
const segment = thetaStart + i / thetaSegments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment );
vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uv
uv.x = ( vertex.x / outerRadius + 1 ) / 2;
uv.y = ( vertex.y / outerRadius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// increase the radius for next row of vertices
radius += radiusStep;
}
// indices
for ( let j = 0; j < phiSegments; j ++ ) {
const thetaSegmentLevel = j * ( thetaSegments + 1 );
for ( let i = 0; i < thetaSegments; i ++ ) {
const segment = i + thetaSegmentLevel;
const a = segment;
const b = segment + thetaSegments + 1;
const c = segment + thetaSegments + 2;
const d = segment + 1;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {RingGeometry} A new instance.
*/
static fromJSON( data ) {
return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
}
}
/**
* Creates an one-sided polygonal geometry from one or more path shapes.
*
* ```js
* const arcShape = new THREE.Shape()
* .moveTo( 5, 1 )
* .absarc( 1, 1, 4, 0, Math.PI * 2, false );
*
* const geometry = new THREE.ShapeGeometry( arcShape );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
* const mesh = new THREE.Mesh( geometry, material ) ;
* scene.add( mesh );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#ShapeGeometry
*/
class ShapeGeometry extends BufferGeometry {
/**
* Constructs a new shape geometry.
*
* @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
* @param {number} [curveSegments=12] - Number of segments per shape.
*/
constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
super();
this.type = 'ShapeGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
shapes: shapes,
curveSegments: curveSegments
};
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let groupStart = 0;
let groupCount = 0;
// allow single and array values for "shapes" parameter
if ( Array.isArray( shapes ) === false ) {
addShape( shapes );
} else {
for ( let i = 0; i < shapes.length; i ++ ) {
addShape( shapes[ i ] );
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
groupStart += groupCount;
groupCount = 0;
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// helper functions
function addShape( shape ) {
const indexOffset = vertices.length / 3;
const points = shape.extractPoints( curveSegments );
let shapeVertices = points.shape;
const shapeHoles = points.holes;
// check direction of vertices
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
shapeVertices = shapeVertices.reverse();
}
for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
const shapeHole = shapeHoles[ i ];
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
shapeHoles[ i ] = shapeHole.reverse();
}
}
const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
// join vertices of inner and outer paths to a single array
for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
const shapeHole = shapeHoles[ i ];
shapeVertices = shapeVertices.concat( shapeHole );
}
// vertices, normals, uvs
for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
const vertex = shapeVertices[ i ];
vertices.push( vertex.x, vertex.y, 0 );
normals.push( 0, 0, 1 );
uvs.push( vertex.x, vertex.y ); // world uvs
}
// indices
for ( let i = 0, l = faces.length; i < l; i ++ ) {
const face = faces[ i ];
const a = face[ 0 ] + indexOffset;
const b = face[ 1 ] + indexOffset;
const c = face[ 2 ] + indexOffset;
indices.push( a, b, c );
groupCount += 3;
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
return toJSON( shapes, data );
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @param {Array<Shape>} shapes - An array of shapes.
* @return {ShapeGeometry} A new instance.
*/
static fromJSON( data, shapes ) {
const geometryShapes = [];
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
const shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
return new ShapeGeometry( geometryShapes, data.curveSegments );
}
}
function toJSON( shapes, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
return data;
}
/**
* A class for generating a sphere geometry.
*
* ```js
* const geometry = new THREE.SphereGeometry( 15, 32, 16 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const sphere = new THREE.Mesh( geometry, material );
* scene.add( sphere );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#SphereGeometry
*/
class SphereGeometry extends BufferGeometry {
/**
* Constructs a new sphere geometry.
*
* @param {number} [radius=1] - The sphere radius.
* @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
* @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
* @param {number} [phiStart=0] - The horizontal starting angle in radians.
* @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
* @param {number} [thetaStart=0] - The vertical starting angle in radians.
* @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
*/
constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
super();
this.type = 'SphereGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
widthSegments: widthSegments,
heightSegments: heightSegments,
phiStart: phiStart,
phiLength: phiLength,
thetaStart: thetaStart,
thetaLength: thetaLength
};
widthSegments = Math.max( 3, Math.floor( widthSegments ) );
heightSegments = Math.max( 2, Math.floor( heightSegments ) );
const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
let index = 0;
const grid = [];
const vertex = new Vector3();
const normal = new Vector3();
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// generate vertices, normals and uvs
for ( let iy = 0; iy <= heightSegments; iy ++ ) {
const verticesRow = [];
const v = iy / heightSegments;
const theta = thetaStart + v * thetaLength;
const y = radius * Math.cos( theta );
const ringRadius = Math.sqrt( radius * radius - y * y );
// special case for the poles
let uOffset = 0;
if ( iy === 0 && thetaStart === 0 ) {
uOffset = 0.5 / widthSegments;
} else if ( iy === heightSegments && thetaEnd === Math.PI ) {
uOffset = -0.5 / widthSegments;
}
for ( let ix = 0; ix <= widthSegments; ix ++ ) {
const u = ix / widthSegments;
const phi = phiStart + u * phiLength;
// vertex
vertex.x = - ringRadius * Math.cos( phi );
vertex.y = y;
vertex.z = ringRadius * Math.sin( phi );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.copy( vertex ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u + uOffset, 1 - v );
verticesRow.push( index ++ );
}
grid.push( verticesRow );
}
// indices
for ( let iy = 0; iy < heightSegments; iy ++ ) {
for ( let ix = 0; ix < widthSegments; ix ++ ) {
const a = grid[ iy ][ ix + 1 ];
const b = grid[ iy ][ ix ];
const c = grid[ iy + 1 ][ ix ];
const d = grid[ iy + 1 ][ ix + 1 ];
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {SphereGeometry} A new instance.
*/
static fromJSON( data ) {
return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
}
}
/**
* A geometry class for representing an tetrahedron.
*
* ```js
* const geometry = new THREE.TetrahedronGeometry();
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const tetrahedron = new THREE.Mesh( geometry, material );
* scene.add( tetrahedron );
* ```
*
* @augments PolyhedronGeometry
* @demo scenes/geometry-browser.html#TetrahedronGeometry
*/
class TetrahedronGeometry extends PolyhedronGeometry {
/**
* Constructs a new tetrahedron geometry.
*
* @param {number} [radius=1] - Radius of the tetrahedron.
* @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
*/
constructor( radius = 1, detail = 0 ) {
const vertices = [
1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
];
const indices = [
2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
];
super( vertices, indices, radius, detail );
this.type = 'TetrahedronGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
detail: detail
};
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {TetrahedronGeometry} A new instance.
*/
static fromJSON( data ) {
return new TetrahedronGeometry( data.radius, data.detail );
}
}
/**
* A geometry class for representing an torus.
*
* ```js
* const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const torus = new THREE.Mesh( geometry, material );
* scene.add( torus );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#TorusGeometry
*/
class TorusGeometry extends BufferGeometry {
/**
* Constructs a new torus geometry.
*
* @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
* @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
* @param {number} [radialSegments=12] - The number of radial segments.
* @param {number} [tubularSegments=48] - The number of tubular segments.
* @param {number} [arc=Math.PI*2] - Central angle in radians.
* @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
* @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
*/
constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
super();
this.type = 'TorusGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
tube: tube,
radialSegments: radialSegments,
tubularSegments: tubularSegments,
arc: arc,
thetaStart: thetaStart,
thetaLength: thetaLength,
};
radialSegments = Math.floor( radialSegments );
tubularSegments = Math.floor( tubularSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const center = new Vector3();
const vertex = new Vector3();
const normal = new Vector3();
// generate vertices, normals and uvs
for ( let j = 0; j <= radialSegments; j ++ ) {
const v = thetaStart + ( j / radialSegments ) * thetaLength;
for ( let i = 0; i <= tubularSegments; i ++ ) {
const u = i / tubularSegments * arc;
// vertex
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
vertex.z = tube * Math.sin( v );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
center.x = radius * Math.cos( u );
center.y = radius * Math.sin( u );
normal.subVectors( vertex, center ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments );
uvs.push( j / radialSegments );
}
}
// generate indices
for ( let j = 1; j <= radialSegments; j ++ ) {
for ( let i = 1; i <= tubularSegments; i ++ ) {
// indices
const a = ( tubularSegments + 1 ) * j + i - 1;
const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
const d = ( tubularSegments + 1 ) * j + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {TorusGeometry} A new instance.
*/
static fromJSON( data ) {
return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc, data.thetaStart, data.thetaLength );
}
}
/**
* Creates a torus knot, the particular shape of which is defined by a pair
* of coprime integers, p and q. If p and q are not coprime, the result will
* be a torus link.
*
* ```js
* const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const torusKnot = new THREE.Mesh( geometry, material );
* scene.add( torusKnot );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#TorusKnotGeometry
*/
class TorusKnotGeometry extends BufferGeometry {
/**
* Constructs a new torus knot geometry.
*
* @param {number} [radius=1] - Radius of the torus knot.
* @param {number} [tube=0.4] - Radius of the tube.
* @param {number} [tubularSegments=64] - The number of tubular segments.
* @param {number} [radialSegments=8] - The number of radial segments.
* @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
* @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
*/
constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
super();
this.type = 'TorusKnotGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
radius: radius,
tube: tube,
tubularSegments: tubularSegments,
radialSegments: radialSegments,
p: p,
q: q
};
tubularSegments = Math.floor( tubularSegments );
radialSegments = Math.floor( radialSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const vertex = new Vector3();
const normal = new Vector3();
const P1 = new Vector3();
const P2 = new Vector3();
const B = new Vector3();
const T = new Vector3();
const N = new Vector3();
// generate vertices, normals and uvs
for ( let i = 0; i <= tubularSegments; ++ i ) {
// the radian "u" is used to calculate the position on the torus curve of the current tubular segment
const u = i / tubularSegments * p * Math.PI * 2;
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
calculatePositionOnCurve( u, p, q, radius, P1 );
calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
// calculate orthonormal basis
T.subVectors( P2, P1 );
N.addVectors( P2, P1 );
B.crossVectors( T, N );
N.crossVectors( B, T );
// normalize B, N. T can be ignored, we don't use it
B.normalize();
N.normalize();
for ( let j = 0; j <= radialSegments; ++ j ) {
// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
const v = j / radialSegments * Math.PI * 2;
const cx = - tube * Math.cos( v );
const cy = tube * Math.sin( v );
// now calculate the final vertex position.
// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
vertex.x = P1.x + ( cx * N.x + cy * B.x );
vertex.y = P1.y + ( cx * N.y + cy * B.y );
vertex.z = P1.z + ( cx * N.z + cy * B.z );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
normal.subVectors( vertex, P1 ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments );
uvs.push( j / radialSegments );
}
}
// generate indices
for ( let j = 1; j <= tubularSegments; j ++ ) {
for ( let i = 1; i <= radialSegments; i ++ ) {
// indices
const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
const b = ( radialSegments + 1 ) * j + ( i - 1 );
const c = ( radialSegments + 1 ) * j + i;
const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// this function calculates the current position on the torus curve
function calculatePositionOnCurve( u, p, q, radius, position ) {
const cu = Math.cos( u );
const su = Math.sin( u );
const quOverP = q / p * u;
const cs = Math.cos( quOverP );
position.x = radius * ( 2 + cs ) * 0.5 * cu;
position.y = radius * ( 2 + cs ) * su * 0.5;
position.z = radius * Math.sin( quOverP ) * 0.5;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {TorusKnotGeometry} A new instance.
*/
static fromJSON( data ) {
return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
}
}
/**
* Creates a tube that extrudes along a 3D curve.
*
* ```js
* class CustomSinCurve extends THREE.Curve {
*
* getPoint( t, optionalTarget = new THREE.Vector3() ) {
*
* const tx = t * 3 - 1.5;
* const ty = Math.sin( 2 * Math.PI * t );
* const tz = 0;
*
* return optionalTarget.set( tx, ty, tz );
* }
*
* }
*
* const path = new CustomSinCurve( 10 );
* const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const mesh = new THREE.Mesh( geometry, material );
* scene.add( mesh );
* ```
*
* @augments BufferGeometry
* @demo scenes/geometry-browser.html#TubeGeometry
*/
class TubeGeometry extends BufferGeometry {
/**
* Constructs a new tube geometry.
*
* @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
* @param {number} [tubularSegments=64] - The number of segments that make up the tube.
* @param {number} [radius=1] -The radius of the tube.
* @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
* @param {boolean} [closed=false] - Whether the tube is closed or not.
*/
constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
super();
this.type = 'TubeGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
path: path,
tubularSegments: tubularSegments,
radius: radius,
radialSegments: radialSegments,
closed: closed
};
const frames = path.computeFrenetFrames( tubularSegments, closed );
// expose internals
this.tangents = frames.tangents;
this.normals = frames.normals;
this.binormals = frames.binormals;
// helper variables
const vertex = new Vector3();
const normal = new Vector3();
const uv = new Vector2();
let P = new Vector3();
// buffer
const vertices = [];
const normals = [];
const uvs = [];
const indices = [];
// create buffer data
generateBufferData();
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// functions
function generateBufferData() {
for ( let i = 0; i < tubularSegments; i ++ ) {
generateSegment( i );
}
// if the geometry is not closed, generate the last row of vertices and normals
// at the regular position on the given path
//
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
generateSegment( ( closed === false ) ? tubularSegments : 0 );
// uvs are generated in a separate function.
// this makes it easy compute correct values for closed geometries
generateUVs();
// finally create faces
generateIndices();
}
function generateSegment( i ) {
// we use getPointAt to sample evenly distributed points from the given path
P = path.getPointAt( i / tubularSegments, P );
// retrieve corresponding normal and binormal
const N = frames.normals[ i ];
const B = frames.binormals[ i ];
// generate normals and vertices for the current segment
for ( let j = 0; j <= radialSegments; j ++ ) {
const v = j / radialSegments * Math.PI * 2;
const sin = Math.sin( v );
const cos = - Math.cos( v );
// normal
normal.x = ( cos * N.x + sin * B.x );
normal.y = ( cos * N.y + sin * B.y );
normal.z = ( cos * N.z + sin * B.z );
normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// vertex
vertex.x = P.x + radius * normal.x;
vertex.y = P.y + radius * normal.y;
vertex.z = P.z + radius * normal.z;
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
function generateIndices() {
for ( let j = 1; j <= tubularSegments; j ++ ) {
for ( let i = 1; i <= radialSegments; i ++ ) {
const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
const b = ( radialSegments + 1 ) * j + ( i - 1 );
const c = ( radialSegments + 1 ) * j + i;
const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
}
function generateUVs() {
for ( let i = 0; i <= tubularSegments; i ++ ) {
for ( let j = 0; j <= radialSegments; j ++ ) {
uv.x = i / tubularSegments;
uv.y = j / radialSegments;
uvs.push( uv.x, uv.y );
}
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
data.path = this.parameters.path.toJSON();
return data;
}
/**
* Factory method for creating an instance of this class from the given
* JSON object.
*
* @param {Object} data - A JSON object representing the serialized geometry.
* @return {TubeGeometry} A new instance.
*/
static fromJSON( data ) {
// This only works for built-in curves (e.g. CatmullRomCurve3).
// User defined curves or instances of CurvePath will not be deserialized.
return new TubeGeometry(
new Curves[ data.path.type ]().fromJSON( data.path ),
data.tubularSegments,
data.radius,
data.radialSegments,
data.closed
);
}
}
/**
* Can be used as a helper object to visualize a geometry as a wireframe.
*
* ```js
* const geometry = new THREE.SphereGeometry();
*
* const wireframe = new THREE.WireframeGeometry( geometry );
*
* const line = new THREE.LineSegments( wireframe );
* line.material.depthWrite = false;
* line.material.opacity = 0.25;
* line.material.transparent = true;
*
* scene.add( line );
* ```
*
* Note: It is not yet possible to serialize/deserialize instances of this class.
*
* @augments BufferGeometry
*/
class WireframeGeometry extends BufferGeometry {
/**
* Constructs a new wireframe geometry.
*
* @param {?BufferGeometry} [geometry=null] - The geometry.
*/
constructor( geometry = null ) {
super();
this.type = 'WireframeGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
geometry: geometry
};
if ( geometry !== null ) {
// buffer
const vertices = [];
const edges = new Set();
// helper variables
const start = new Vector3();
const end = new Vector3();
if ( geometry.index !== null ) {
// indexed BufferGeometry
const position = geometry.attributes.position;
const indices = geometry.index;
let groups = geometry.groups;
if ( groups.length === 0 ) {
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
}
// create a data structure that contains all edges without duplicates
for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
const group = groups[ o ];
const groupStart = group.start;
const groupCount = group.count;
for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
for ( let j = 0; j < 3; j ++ ) {
const index1 = indices.getX( i + j );
const index2 = indices.getX( i + ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
}
}
} else {
// non-indexed BufferGeometry
const position = geometry.attributes.position;
for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( let j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
const index1 = 3 * i + j;
const index2 = 3 * i + ( ( j + 1 ) % 3 );
start.fromBufferAttribute( position, index1 );
end.fromBufferAttribute( position, index2 );
if ( isUniqueEdge( start, end, edges ) === true ) {
vertices.push( start.x, start.y, start.z );
vertices.push( end.x, end.y, end.z );
}
}
}
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
function isUniqueEdge( start, end, edges ) {
const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
return false;
} else {
edges.add( hash1 );
edges.add( hash2 );
return true;
}
}
var Geometries = /*#__PURE__*/Object.freeze({
__proto__: null,
BoxGeometry: BoxGeometry,
CapsuleGeometry: CapsuleGeometry,
CircleGeometry: CircleGeometry,
ConeGeometry: ConeGeometry,
CylinderGeometry: CylinderGeometry,
DodecahedronGeometry: DodecahedronGeometry,
EdgesGeometry: EdgesGeometry,
ExtrudeGeometry: ExtrudeGeometry,
IcosahedronGeometry: IcosahedronGeometry,
LatheGeometry: LatheGeometry,
OctahedronGeometry: OctahedronGeometry,
PlaneGeometry: PlaneGeometry,
PolyhedronGeometry: PolyhedronGeometry,
RingGeometry: RingGeometry,
ShapeGeometry: ShapeGeometry,
SphereGeometry: SphereGeometry,
TetrahedronGeometry: TetrahedronGeometry,
TorusGeometry: TorusGeometry,
TorusKnotGeometry: TorusKnotGeometry,
TubeGeometry: TubeGeometry,
WireframeGeometry: WireframeGeometry
});
/**
* This material can receive shadows, but otherwise is completely transparent.
*
* ```js
* const geometry = new THREE.PlaneGeometry( 2000, 2000 );
* geometry.rotateX( - Math.PI / 2 );
*
* const material = new THREE.ShadowMaterial();
* material.opacity = 0.2;
*
* const plane = new THREE.Mesh( geometry, material );
* plane.position.y = -200;
* plane.receiveShadow = true;
* scene.add( plane );
* ```
*
* @augments Material
*/
class ShadowMaterial extends Material {
/**
* Constructs a new shadow material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isShadowMaterial = true;
this.type = 'ShadowMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (0,0,0)
*/
this.color = new Color( 0x000000 );
/**
* Overwritten since shadow materials are transparent
* by default.
*
* @type {boolean}
* @default true
*/
this.transparent = true;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.fog = source.fog;
return this;
}
}
/**
* Provides utility functions for managing uniforms.
*
* @module UniformsUtils
*/
/**
* Clones the given uniform definitions by performing a deep-copy. That means
* if the value of a uniform refers to an object like a Vector3 or Texture,
* the cloned uniform will refer to a new object reference.
*
* @param {Object} src - An object representing uniform definitions.
* @return {Object} The cloned uniforms.
*/
function cloneUniforms( src ) {
const dst = {};
for ( const u in src ) {
dst[ u ] = {};
for ( const p in src[ u ] ) {
const property = src[ u ][ p ];
if ( isThreeObject( property ) ) {
if ( property.isRenderTargetTexture ) {
warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
dst[ u ][ p ] = null;
} else {
dst[ u ][ p ] = property.clone();
}
} else if ( Array.isArray( property ) ) {
if ( isThreeObject( property[ 0 ] ) ) {
const clonedProperty = [];
for ( let i = 0, l = property.length; i < l; i ++ ) {
clonedProperty[ i ] = property[ i ].clone();
}
dst[ u ][ p ] = clonedProperty;
} else {
dst[ u ][ p ] = property.slice();
}
} else {
dst[ u ][ p ] = property;
}
}
}
return dst;
}
/**
* Merges the given uniform definitions into a single object. Since the
* method internally uses cloneUniforms(), it performs a deep-copy when
* producing the merged uniform definitions.
*
* @param {Array} uniforms - An array of objects containing uniform definitions.
* @return {Object} The merged uniforms.
*/
function mergeUniforms( uniforms ) {
const merged = {};
for ( let u = 0; u < uniforms.length; u ++ ) {
const tmp = cloneUniforms( uniforms[ u ] );
for ( const p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
}
function isThreeObject( property ) {
return ( property && ( property.isColor ||
property.isMatrix3 || property.isMatrix4 ||
property.isVector2 || property.isVector3 || property.isVector4 ||
property.isTexture || property.isQuaternion ) );
}
function cloneUniformsGroups( src ) {
const dst = [];
for ( let u = 0; u < src.length; u ++ ) {
dst.push( src[ u ].clone() );
}
return dst;
}
function getUnlitUniformColorSpace( renderer ) {
const currentRenderTarget = renderer.getRenderTarget();
if ( currentRenderTarget === null ) {
// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
return renderer.outputColorSpace;
}
// https://github.com/mrdoob/three.js/issues/27868
if ( currentRenderTarget.isXRRenderTarget === true ) {
return currentRenderTarget.texture.colorSpace;
}
return ColorManagement.workingColorSpace;
}
// Legacy
const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
/**
* A material rendered with custom shaders. A shader is a small program written in GLSL.
* that runs on the GPU. You may want to use a custom shader if you need to implement an
* effect not included with any of the built-in materials.
*
* There are the following notes to bear in mind when using a `ShaderMaterial`:
*
* - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
* - Built in attributes and uniforms are passed to the shaders along with your code. If
* you don't want that, use {@link RawShaderMaterial} instead.
* - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
* in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
* to be placed right above the loop. The loop formatting has to correspond to a defined standard.
* - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
* - The loop variable has to be *i*.
* - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
* value of *i* for the given iteration and can be used in preprocessor
* statements.
*
* ```js
* const material = new THREE.ShaderMaterial( {
* uniforms: {
* time: { value: 1.0 },
* resolution: { value: new THREE.Vector2() }
* },
* vertexShader: document.getElementById( 'vertexShader' ).textContent,
* fragmentShader: document.getElementById( 'fragmentShader' ).textContent
* } );
* ```
*
* @augments Material
*/
class ShaderMaterial extends Material {
/**
* Constructs a new shader material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isShaderMaterial = true;
this.type = 'ShaderMaterial';
/**
* Defines custom constants using `#define` directives within the GLSL code
* for both the vertex shader and the fragment shader; each key/value pair
* yields another directive.
* ```js
* defines: {
* FOO: 15,
* BAR: true
* }
* ```
* Yields the lines:
* ```
* #define FOO 15
* #define BAR true
* ```
*
* @type {Object}
*/
this.defines = {};
/**
* An object of the form:
* ```js
* {
* "uniform1": { value: 1.0 },
* "uniform2": { value: 2 }
* }
* ```
* specifying the uniforms to be passed to the shader code; keys are uniform
* names, values are definitions of the form
* ```
* {
* value: 1.0
* }
* ```
* where `value` is the value of the uniform. Names must match the name of
* the uniform, as defined in the GLSL code. Note that uniforms are refreshed
* on every frame, so updating the value of the uniform will immediately
* update the value available to the GLSL code.
*
* @type {Object}
*/
this.uniforms = {};
/**
* An array holding uniforms groups for configuring UBOs.
*
* @type {Array<UniformsGroup>}
*/
this.uniformsGroups = [];
/**
* Vertex shader GLSL code. This is the actual code for the shader.
*
* @type {string}
*/
this.vertexShader = default_vertex;
/**
* Fragment shader GLSL code. This is the actual code for the shader.
*
* @type {string}
*/
this.fragmentShader = default_fragment;
/**
* Controls line thickness or lines.
*
* WebGL and WebGPU ignore this setting and always render line primitives with a
* width of one pixel.
*
* @type {number}
* @default 1
*/
this.linewidth = 1;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* WebGL and WebGPU ignore this property and always render
* 1 pixel wide lines.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines whether the material color is affected by global fog settings; `true`
* to pass fog uniforms to the shader.
*
* Setting this property to `true` requires the definition of fog uniforms. It is
* recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
* with predefined fog uniforms.
*
* ```js
* const material = new ShaderMaterial( {
* uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
* vertexShader: vertexShader,
* fragmentShader: fragmentShader,
* fog: true
* } );
* ```
*
* @type {boolean}
* @default false
*/
this.fog = false;
/**
* Defines whether this material uses lighting; `true` to pass uniform data
* related to lighting to this shader.
*
* @type {boolean}
* @default false
*/
this.lights = false;
/**
* Defines whether this material supports clipping; `true` to let the renderer
* pass the clippingPlanes uniform.
*
* @type {boolean}
* @default false
*/
this.clipping = false;
/**
* Overwritten and set to `true` by default.
*
* @type {boolean}
* @default true
*/
this.forceSinglePass = true;
/**
* This object allows to enable certain WebGL 2 extensions.
*
* - clipCullDistance: set to `true` to use vertex shader clipping
* - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
*
* @type {{clipCullDistance:false,multiDraw:false}}
*/
this.extensions = {
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
/**
* When the rendered geometry doesn't include these attributes but the
* material does, these default values will be passed to the shaders. This
* avoids errors when buffer data is missing.
*
* - color: [ 1, 1, 1 ]
* - uv: [ 0, 0 ]
* - uv1: [ 0, 0 ]
*
* @type {Object}
*/
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv1': [ 0, 0 ]
};
/**
* If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
* to bind a generic vertex index to an attribute variable.
*
* @type {string|undefined}
* @default undefined
*/
this.index0AttributeName = undefined;
/**
* Can be used to force a uniform update while changing uniforms in
* {@link Object3D#onBeforeRender}.
*
* @type {boolean}
* @default false
*/
this.uniformsNeedUpdate = false;
/**
* Defines the GLSL version of custom shader code.
*
* @type {?(GLSL1|GLSL3)}
* @default null
*/
this.glslVersion = null;
if ( parameters !== undefined ) {
this.setValues( parameters );
}
}
copy( source ) {
super.copy( source );
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = cloneUniforms( source.uniforms );
this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
this.defines = Object.assign( {}, source.defines );
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.fog = source.fog;
this.lights = source.lights;
this.clipping = source.clipping;
this.extensions = Object.assign( {}, source.extensions );
this.glslVersion = source.glslVersion;
this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
this.index0AttributeName = source.index0AttributeName;
this.uniformsNeedUpdate = source.uniformsNeedUpdate;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.glslVersion = this.glslVersion;
data.uniforms = {};
for ( const name in this.uniforms ) {
const uniform = this.uniforms[ name ];
const value = uniform.value;
if ( value && value.isTexture ) {
data.uniforms[ name ] = {
type: 't',
value: value.toJSON( meta ).uuid
};
} else if ( value && value.isColor ) {
data.uniforms[ name ] = {
type: 'c',
value: value.getHex()
};
} else if ( value && value.isVector2 ) {
data.uniforms[ name ] = {
type: 'v2',
value: value.toArray()
};
} else if ( value && value.isVector3 ) {
data.uniforms[ name ] = {
type: 'v3',
value: value.toArray()
};
} else if ( value && value.isVector4 ) {
data.uniforms[ name ] = {
type: 'v4',
value: value.toArray()
};
} else if ( value && value.isMatrix3 ) {
data.uniforms[ name ] = {
type: 'm3',
value: value.toArray()
};
} else if ( value && value.isMatrix4 ) {
data.uniforms[ name ] = {
type: 'm4',
value: value.toArray()
};
} else {
data.uniforms[ name ] = {
value: value
};
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
data.lights = this.lights;
data.clipping = this.clipping;
const extensions = {};
for ( const key in this.extensions ) {
if ( this.extensions[ key ] === true ) extensions[ key ] = true;
}
if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
return data;
}
/**
* Deserializes the material from the given JSON.
*
* @param {Object} json - The JSON holding the serialized material.
* @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
* @return {ShaderMaterial} A reference to this material.
*/
fromJSON( json, textures ) {
super.fromJSON( json, textures );
if ( json.uniforms !== undefined ) {
for ( const name in json.uniforms ) {
const uniform = json.uniforms[ name ];
this.uniforms[ name ] = {};
switch ( uniform.type ) {
case 't':
this.uniforms[ name ].value = textures[ uniform.value ] || null;
break;
case 'c':
this.uniforms[ name ].value = new Color().setHex( uniform.value );
break;
case 'v2':
this.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
break;
case 'v3':
this.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
break;
case 'v4':
this.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
break;
case 'm3':
this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
break;
case 'm4':
this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
break;
default:
this.uniforms[ name ].value = uniform.value;
}
}
}
if ( json.defines !== undefined ) this.defines = json.defines;
if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader;
if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader;
if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion;
if ( json.extensions !== undefined ) {
for ( const key in json.extensions ) {
this.extensions[ key ] = json.extensions[ key ];
}
}
if ( json.lights !== undefined ) this.lights = json.lights;
if ( json.clipping !== undefined ) this.clipping = json.clipping;
return this;
}
}
/**
* This class works just like {@link ShaderMaterial}, except that definitions
* of built-in uniforms and attributes are not automatically prepended to the
* GLSL shader code.
*
* `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
*
* @augments ShaderMaterial
*/
class RawShaderMaterial extends ShaderMaterial {
/**
* Constructs a new raw shader material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super( parameters );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isRawShaderMaterial = true;
this.type = 'RawShaderMaterial';
}
}
/**
* A standard physically based material, using Metallic-Roughness workflow.
*
* Physically based rendering (PBR) has recently become the standard in many
* 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
* [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
* [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
*
* This approach differs from older approaches in that instead of using
* approximations for the way in which light interacts with a surface, a
* physically correct model is used. The idea is that, instead of tweaking
* materials to look good under specific lighting, a material can be created
* that will react 'correctly' under all lighting scenarios.
*
* In practice this gives a more accurate and realistic looking result than
* the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
* being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
* shading.
*
* Note that for best results you should always specify an environment map when using this material.
*
* For a non-technical introduction to the concept of PBR and how to set up a
* PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
*
* - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
* - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
*
* Technical details of the approach used in three.js (and most other PBR systems) can be found is this
* [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
* (pdf), by Brent Burley.
*
* @augments Material
* @demo scenes/material-browser.html#MeshStandardMaterial
*/
class MeshStandardMaterial extends Material {
/**
* Constructs a new mesh standard material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshStandardMaterial = true;
this.type = 'MeshStandardMaterial';
this.defines = { 'STANDARD': '' };
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
* means fully diffuse. If `roughnessMap` is also provided,
* both values are multiplied.
*
* @type {number}
* @default 1
*/
this.roughness = 1.0;
/**
* How much the material is like a metal. Non-metallic materials such as wood
* or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
* A value between `0.0` and `1.0` could be used for a rusty metal look.
* If `metalnessMap` is also provided, both values are multiplied.
*
* @type {number}
* @default 0
*/
this.metalness = 0.0;
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The light map. Requires a second set of UVs.
*
* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `lightMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.lightMap = null;
/**
* Intensity of the baked light.
*
* @type {number}
* @default 1
*/
this.lightMapIntensity = 1.0;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* `aoMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.aoMap = null;
/**
* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
* disables ambient occlusion. Where intensity is `1` and the AO map's
* red channel is also `1`, ambient light is fully occluded on a surface.
*
* @type {number}
* @default 1
*/
this.aoMapIntensity = 1.0;
/**
* Emissive (light) color of the material, essentially a solid color
* unaffected by other lighting.
*
* @type {Color}
* @default (0,0,0)
*/
this.emissive = new Color( 0x000000 );
/**
* Intensity of the emissive light. Modulates the emissive color.
*
* @type {number}
* @default 1
*/
this.emissiveIntensity = 1.0;
/**
* Set emissive (glow) map. The emissive map color is modulated by the
* emissive color and the emissive intensity. If you have an emissive map,
* be sure to set the emissive color to something other than black.
*
* `emissiveMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `emissiveMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.emissiveMap = null;
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* The green channel of this texture is used to alter the roughness of the
* material.
*
* `roughnessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.roughnessMap = null;
/**
* The blue channel of this texture is used to alter the metalness of the
* material.
*
* `metalnessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.metalnessMap = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The environment map. To ensure a physically correct rendering, environment maps
* are internally pre-processed with {@link PMREMGenerator}.
*
* `envMap` represents luminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `envMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* The rotation of the environment map in radians.
*
* @type {Euler}
* @default (0,0,0)
*/
this.envMapRotation = new Euler();
/**
* Scales the effect of the environment map by multiplying its color.
*
* @type {number}
* @default 1
*/
this.envMapIntensity = 1.0;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinecap = 'round';
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinejoin = 'round';
/**
* Whether the material is rendered with flat shading or not.
*
* @type {boolean}
* @default false
*/
this.flatShading = false;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.defines = { 'STANDARD': '' };
this.color.copy( source.color );
this.roughness = source.roughness;
this.metalness = source.metalness;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.roughnessMap = source.roughnessMap;
this.metalnessMap = source.metalnessMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.envMapIntensity = source.envMapIntensity;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
/**
* An extension of the {@link MeshStandardMaterial}, providing more advanced
* physically-based rendering properties:
*
* - Anisotropy: Ability to represent the anisotropic property of materials
* as observable with brushed metals.
* - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
* a clear, reflective layer on top of another layer that may be irregular or rough.
* Clearcoat approximates this effect, without the need for a separate transparent surface.
* - Iridescence: Allows to render the effect where hue varies depending on the viewing
* angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
* wings of many insects.
* - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
* transparent materials are less reflective. Physically-based transmission provides a more
* realistic option for thin, transparent surfaces like glass.
* - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
* - Retroreflection: Redirects specular light back toward the light source for
* safety materials like road markings and reflective tape.
* - Sheen: Can be used for representing cloth and fabric materials.
*
* As a result of these complex shading features, `MeshPhysicalMaterial` has a
* higher performance cost, per pixel, than other three.js materials. Most
* effects are disabled by default, and add cost as they are enabled. For
* best results, always specify an environment map when using this material.
*
* @augments MeshStandardMaterial
* @demo scenes/material-browser.html#MeshPhysicalMaterial
*/
class MeshPhysicalMaterial extends MeshStandardMaterial {
/**
* Constructs a new mesh physical material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshPhysicalMaterial = true;
this.defines = {
'STANDARD': '',
'PHYSICAL': ''
};
this.type = 'MeshPhysicalMaterial';
/**
* The rotation of the anisotropy in tangent, bitangent space, measured in radians
* counter-clockwise from the tangent. When `anisotropyMap` is present, this
* property provides additional rotation to the vectors in the texture.
*
* @type {number}
* @default 1
*/
this.anisotropyRotation = 0;
/**
* Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
* bitangent space, to be rotated by `anisotropyRotation`. The blue channel
* contains strength as `[0, 1]` to be multiplied by `anisotropy`.
*
* `anisotropyMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.anisotropyMap = null;
/**
* The red channel of this texture is multiplied against `clearcoat`,
* for per-pixel control over a coating's intensity.
*
* `clearcoatMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.clearcoatMap = null;
/**
* Roughness of the clear coat layer, from `0.0` to `1.0`.
*
* @type {number}
* @default 0
*/
this.clearcoatRoughness = 0.0;
/**
* The green channel of this texture is multiplied against
* `clearcoatRoughness`, for per-pixel control over a coating's roughness.
*
* `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.clearcoatRoughnessMap = null;
/**
* How much `clearcoatNormalMap` affects the clear coat layer, from
* `(0,0)` to `(1,1)`.
*
* @type {Vector2}
* @default (1,1)
*/
this.clearcoatNormalScale = new Vector2( 1, 1 );
/**
* Can be used to enable independent normals for the clear coat layer.
*
* `clearcoatNormalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.clearcoatNormalMap = null;
/**
* Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
*
* @type {number}
* @default 1.5
*/
this.ior = 1.5;
/**
* Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
* corresponds to an index-of-refraction of `1.5`.
*
* This models the reflectivity of non-metallic materials. It has no effect
* when `metalness` is `1.0`
*
* @name MeshPhysicalMaterial#reflectivity
* @type {number}
* @default 0.5
*/
Object.defineProperty( this, 'reflectivity', {
get: function () {
return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
},
set: function ( reflectivity ) {
this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
}
} );
/**
* The red channel of this texture is multiplied against `iridescence`, for per-pixel
* control over iridescence.
*
* `iridescenceMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.iridescenceMap = null;
/**
* Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
* Between `1.0` to `2.333`.
*
* @type {number}
* @default 1.3
*/
this.iridescenceIOR = 1.3;
/**
*Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
*
* @type {Array<number,number>}
* @default [100,400]
*/
this.iridescenceThicknessRange = [ 100, 400 ];
/**
* A texture that defines the thickness of the iridescence layer, stored in the green channel.
* Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
* - `0.0` in the green channel will result in thickness equal to first element of the array.
* - `1.0` in the green channel will result in thickness equal to second element of the array.
* - Values in-between will linearly interpolate between the elements of the array.
*
* `iridescenceThicknessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.iridescenceThicknessMap = null;
/**
* The sheen tint.
*
* @type {Color}
* @default (0,0,0)
*/
this.sheenColor = new Color( 0x000000 );
/**
* The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
* over sheen tint.
*
* `sheenColorMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `sheenColorMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.sheenColorMap = null;
/**
* Roughness of the sheen layer, from `0.0` to `1.0`.
*
* @type {number}
* @default 1
*/
this.sheenRoughness = 1.0;
/**
* The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
* over sheen roughness.
*
* `sheenRoughnessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.sheenRoughnessMap = null;
/**
* The red channel of this texture is multiplied against `transmission`, for per-pixel control over
* optical transparency.
*
* `transmissionMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.transmissionMap = null;
/**
* The thickness of the volume beneath the surface. The value is given in the
* coordinate space of the mesh. If the value is `0` the material is
* thin-walled. Otherwise the material is a volume boundary.
*
* @type {number}
* @default 0
*/
this.thickness = 0;
/**
* A texture that defines the thickness, stored in the green channel. This will
* be multiplied by `thickness`.
*
* `thicknessMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.thicknessMap = null;
/**
* Density of the medium given as the average distance that light travels in
* the medium before interacting with a particle. The value is given in world
* space units, and must be greater than zero.
*
* @type {number}
* @default Infinity
*/
this.attenuationDistance = Infinity;
/**
* The color that white light turns into due to absorption when reaching the
* attenuation distance.
*
* @type {Color}
* @default (1,1,1)
*/
this.attenuationColor = new Color( 1, 1, 1 );
/**
* A float that scales the amount of specular reflection for non-metals only.
* When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
*
* @type {number}
* @default 1
*/
this.specularIntensity = 1.0;
/**
* The alpha channel of this texture is multiplied against `specularIntensity`,
* for per-pixel control over specular intensity.
*
* `specularIntensityMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.specularIntensityMap = null;
/**
* Tints the specular reflection at normal incidence for non-metals only.
*
* @type {Color}
* @default (1,1,1)
*/
this.specularColor = new Color( 1, 1, 1 );
/**
* The RGB channels of this texture are multiplied against `specularColor`,
* for per-pixel control over specular color.
*
* `specularColorMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `specularColorMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.specularColorMap = null;
this._anisotropy = 0;
this._clearcoat = 0;
this._dispersion = 0;
this._iridescence = 0;
this._retroreflectivity = 0;
this._sheen = 0.0;
this._transmission = 0;
this.setValues( parameters );
}
/**
* The anisotropy strength, from `0.0` to `1.0`.
*
* @type {number}
* @default 0
*/
get anisotropy() {
return this._anisotropy;
}
set anisotropy( value ) {
if ( this._anisotropy > 0 !== value > 0 ) {
this.version ++;
}
this._anisotropy = value;
}
/**
* Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
* clear coat related properties to enable multilayer materials that have a
* thin translucent layer over the base layer.
*
* @type {number}
* @default 0
*/
get clearcoat() {
return this._clearcoat;
}
set clearcoat( value ) {
if ( this._clearcoat > 0 !== value > 0 ) {
this.version ++;
}
this._clearcoat = value;
}
/**
* The intensity of the iridescence layer, simulating RGB color shift based on the angle between
* the surface and the viewer, from `0.0` to `1.0`.
*
* @type {number}
* @default 0
*/
get iridescence() {
return this._iridescence;
}
set iridescence( value ) {
if ( this._iridescence > 0 !== value > 0 ) {
this.version ++;
}
this._iridescence = value;
}
/**
* Defines the strength of the angular separation of colors (chromatic aberration) transmitting
* through a relatively clear volume. Any value zero or larger is valid, the typical range of
* realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
*
* @type {number}
* @default 0
*/
get dispersion() {
return this._dispersion;
}
set dispersion( value ) {
if ( this._dispersion > 0 !== value > 0 ) {
this.version ++;
}
this._dispersion = value;
}
/**
* The strength of retroreflection, from `0.0` to `1.0`. A value of `1.0`
* evaluates the material's microfacet reflection with the view direction
* reflected about the surface normal, redirecting the specular lobe back
* toward the light source.
*
* @type {number}
* @default 0
*/
get retroreflectivity() {
return this._retroreflectivity;
}
set retroreflectivity( value ) {
if ( this._retroreflectivity > 0 !== value > 0 ) {
this.version ++;
}
this._retroreflectivity = value;
}
/**
* The intensity of the sheen layer, from `0.0` to `1.0`.
*
* @type {number}
* @default 0
*/
get sheen() {
return this._sheen;
}
set sheen( value ) {
if ( this._sheen > 0 !== value > 0 ) {
this.version ++;
}
this._sheen = value;
}
/**
* Degree of transmission (or optical transparency), from `0.0` to `1.0`.
*
* Thin, transparent or semitransparent, plastic or glass materials remain
* largely reflective even if they are fully transmissive. The transmission
* property can be used to model these materials.
*
* When transmission is non-zero, `opacity` should be set to `1`.
*
* @type {number}
* @default 0
*/
get transmission() {
return this._transmission;
}
set transmission( value ) {
if ( this._transmission > 0 !== value > 0 ) {
this.version ++;
}
this._transmission = value;
}
copy( source ) {
super.copy( source );
this.defines = {
'STANDARD': '',
'PHYSICAL': ''
};
this.anisotropy = source.anisotropy;
this.anisotropyRotation = source.anisotropyRotation;
this.anisotropyMap = source.anisotropyMap;
this.clearcoat = source.clearcoat;
this.clearcoatMap = source.clearcoatMap;
this.clearcoatRoughness = source.clearcoatRoughness;
this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
this.clearcoatNormalMap = source.clearcoatNormalMap;
this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
this.dispersion = source.dispersion;
this.ior = source.ior;
this.iridescence = source.iridescence;
this.iridescenceMap = source.iridescenceMap;
this.iridescenceIOR = source.iridescenceIOR;
this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
this.iridescenceThicknessMap = source.iridescenceThicknessMap;
this.retroreflectivity = source.retroreflectivity;
this.sheen = source.sheen;
this.sheenColor.copy( source.sheenColor );
this.sheenColorMap = source.sheenColorMap;
this.sheenRoughness = source.sheenRoughness;
this.sheenRoughnessMap = source.sheenRoughnessMap;
this.transmission = source.transmission;
this.transmissionMap = source.transmissionMap;
this.thickness = source.thickness;
this.thicknessMap = source.thicknessMap;
this.attenuationDistance = source.attenuationDistance;
this.attenuationColor.copy( source.attenuationColor );
this.specularIntensity = source.specularIntensity;
this.specularIntensityMap = source.specularIntensityMap;
this.specularColor.copy( source.specularColor );
this.specularColorMap = source.specularColorMap;
return this;
}
}
/**
* A material for shiny surfaces with specular highlights.
*
* The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
* model for calculating reflectance. Unlike the Lambertian model used in the
* {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
* highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
*
* Performance will generally be greater when using this material over the
* {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
* some graphical accuracy.
*
* @augments Material
* @demo scenes/material-browser.html#MeshPhongMaterial
*/
class MeshPhongMaterial extends Material {
/**
* Constructs a new mesh phong material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshPhongMaterial = true;
this.type = 'MeshPhongMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* Specular color of the material. The default color is set to `0x111111` (very dark grey)
*
* This defines how shiny the material is and the color of its shine.
*
* @type {Color}
*/
this.specular = new Color( 0x111111 );
/**
* How shiny the specular highlight is; a higher value gives a sharper highlight.
*
* @type {number}
* @default 30
*/
this.shininess = 30;
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The light map. Requires a second set of UVs.
*
* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `lightMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.lightMap = null;
/**
* Intensity of the baked light.
*
* @type {number}
* @default 1
*/
this.lightMapIntensity = 1.0;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* `aoMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.aoMap = null;
/**
* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
* disables ambient occlusion. Where intensity is `1` and the AO map's
* red channel is also `1`, ambient light is fully occluded on a surface.
*
* @type {number}
* @default 1
*/
this.aoMapIntensity = 1.0;
/**
* Emissive (light) color of the material, essentially a solid color
* unaffected by other lighting.
*
* @type {Color}
* @default (0,0,0)
*/
this.emissive = new Color( 0x000000 );
/**
* Intensity of the emissive light. Modulates the emissive color.
*
* @type {number}
* @default 1
*/
this.emissiveIntensity = 1.0;
/**
* Set emissive (glow) map. The emissive map color is modulated by the
* emissive color and the emissive intensity. If you have an emissive map,
* be sure to set the emissive color to something other than black.
*
* `emissiveMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `emissiveMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.emissiveMap = null;
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* The specular map value affects both how much the specular surface
* highlight contributes and how much of the environment map affects the
* surface.
*
* `specularMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `specularMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.specularMap = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The environment map.
*
* `envMap` represents luminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `envMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* The rotation of the environment map in radians.
*
* @type {Euler}
* @default (0,0,0)
*/
this.envMapRotation = new Euler();
/**
* How to combine the result of the surface's color with the environment map, if any.
*
* When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
* blend between the two colors.
*
* @type {(MultiplyOperation|MixOperation|AddOperation)}
* @default MultiplyOperation
*/
this.combine = MultiplyOperation;
/**
* How much the environment map affects the surface.
* The valid range is between `0` (no reflections) and `1` (full reflections).
*
* @type {number}
* @default 1
*/
this.reflectivity = 1;
/**
* Scales the effect of the environment map by multiplying its color.
*
* @type {number}
* @default 1
*/
this.envMapIntensity = 1.0;
/**
* The index of refraction (IOR) of air (approximately 1) divided by the
* index of refraction of the material. It is used with environment mapping
* modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
* The refraction ratio should not exceed `1`.
*
* @type {number}
* @default 0.98
*/
this.refractionRatio = 0.98;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinecap = 'round';
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinejoin = 'round';
/**
* Whether the material is rendered with flat shading or not.
*
* @type {boolean}
* @default false
*/
this.flatShading = false;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.specular.copy( source.specular );
this.shininess = source.shininess;
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.envMapIntensity = source.envMapIntensity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
/**
* A material implementing toon shading.
*
* @augments Material
* @demo scenes/material-browser.html#MeshToonMaterial
*/
class MeshToonMaterial extends Material {
/**
* Constructs a new mesh toon material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshToonMaterial = true;
this.defines = { 'TOON': '' };
this.type = 'MeshToonMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff );
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* Gradient map for toon shading. It's required to set
* {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
* when using this type of texture.
*
* `gradientMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.gradientMap = null;
/**
* The light map. Requires a second set of UVs.
*
* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `lightMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.lightMap = null;
/**
* Intensity of the baked light.
*
* @type {number}
* @default 1
*/
this.lightMapIntensity = 1.0;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* `aoMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.aoMap = null;
/**
* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
* disables ambient occlusion. Where intensity is `1` and the AO map's
* red channel is also `1`, ambient light is fully occluded on a surface.
*
* @type {number}
* @default 1
*/
this.aoMapIntensity = 1.0;
/**
* Emissive (light) color of the material, essentially a solid color
* unaffected by other lighting.
*
* @type {Color}
* @default (0,0,0)
*/
this.emissive = new Color( 0x000000 );
/**
* Intensity of the emissive light. Modulates the emissive color.
*
* @type {number}
* @default 1
*/
this.emissiveIntensity = 1.0;
/**
* Set emissive (glow) map. The emissive map color is modulated by the
* emissive color and the emissive intensity. If you have an emissive map,
* be sure to set the emissive color to something other than black.
*
* `emissiveMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `emissiveMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.emissiveMap = null;
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinecap = 'round';
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinejoin = 'round';
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.gradientMap = source.gradientMap;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.fog = source.fog;
return this;
}
}
/**
* A material that maps the normal vectors to RGB colors.
*
* @augments Material
* @demo scenes/material-browser.html#MeshNormalMaterial
*/
class MeshNormalMaterial extends Material {
/**
* Constructs a new mesh normal material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshNormalMaterial = true;
this.type = 'MeshNormalMaterial';
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* WebGL and WebGPU ignore this property and always render
* 1 pixel wide lines.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Whether the material is rendered with flat shading or not.
*
* @type {boolean}
* @default false
*/
this.flatShading = false;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.flatShading = source.flatShading;
return this;
}
}
/**
* A material for non-shiny surfaces, without specular highlights.
*
* The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
* model for calculating reflectance. This can simulate some surfaces (such
* as untreated wood or stone) well, but cannot simulate shiny surfaces with
* specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
* shading.
*
* Due to the simplicity of the reflectance and illumination models,
* performance will be greater when using this material over the
* {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
* {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
*
* @augments Material
* @demo scenes/material-browser.html#MeshLambertMaterial
*/
class MeshLambertMaterial extends Material {
/**
* Constructs a new mesh lambert material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshLambertMaterial = true;
this.type = 'MeshLambertMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The light map. Requires a second set of UVs.
*
* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `lightMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.lightMap = null;
/**
* Intensity of the baked light.
*
* @type {number}
* @default 1
*/
this.lightMapIntensity = 1.0;
/**
* The red channel of this texture is used as the ambient occlusion map.
* Requires a second set of UVs.
*
* `aoMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.aoMap = null;
/**
* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
* disables ambient occlusion. Where intensity is `1` and the AO map's
* red channel is also `1`, ambient light is fully occluded on a surface.
*
* @type {number}
* @default 1
*/
this.aoMapIntensity = 1.0;
/**
* Emissive (light) color of the material, essentially a solid color
* unaffected by other lighting.
*
* @type {Color}
* @default (0,0,0)
*/
this.emissive = new Color( 0x000000 );
/**
* Intensity of the emissive light. Modulates the emissive color.
*
* @type {number}
* @default 1
*/
this.emissiveIntensity = 1.0;
/**
* Set emissive (glow) map. The emissive map color is modulated by the
* emissive color and the emissive intensity. If you have an emissive map,
* be sure to set the emissive color to something other than black.
*
* `emissiveMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `emissiveMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.emissiveMap = null;
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* Specular map used by the material.
*
* `specularMap` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `specularMap` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.specularMap = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The environment map.
*
* `envMap` represents luminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. Most `envMap` textures set
* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
* such as `.exr` or `.hdr`.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
/**
* The rotation of the environment map in radians.
*
* @type {Euler}
* @default (0,0,0)
*/
this.envMapRotation = new Euler();
/**
* How to combine the result of the surface's color with the environment map, if any.
*
* When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
* blend between the two colors.
*
* @type {(MultiplyOperation|MixOperation|AddOperation)}
* @default MultiplyOperation
*/
this.combine = MultiplyOperation;
/**
* How much the environment map affects the surface.
* The valid range is between `0` (no reflections) and `1` (full reflections).
*
* @type {number}
* @default 1
*/
this.reflectivity = 1;
/**
* Scales the effect of the environment map by multiplying its color.
*
* @type {number}
* @default 1
*/
this.envMapIntensity = 1.0;
/**
* The index of refraction (IOR) of air (approximately 1) divided by the
* index of refraction of the material. It is used with environment mapping
* modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
* The refraction ratio should not exceed `1`.
*
* @type {number}
* @default 0.98
*/
this.refractionRatio = 0.98;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Defines appearance of wireframe ends.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinecap = 'round';
/**
* Defines appearance of wireframe joints.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {('round'|'bevel'|'miter')}
* @default 'round'
*/
this.wireframeLinejoin = 'round';
/**
* Whether the material is rendered with flat shading or not.
*
* @type {boolean}
* @default false
*/
this.flatShading = false;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.envMapIntensity = source.envMapIntensity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
/**
* A material for drawing geometry by depth. Depth is based off of the camera
* near and far plane. White is nearest, black is farthest.
*
* @augments Material
* @demo scenes/material-browser.html#MeshDepthMaterial
*/
class MeshDepthMaterial extends Material {
/**
* Constructs a new mesh depth material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshDepthMaterial = true;
this.type = 'MeshDepthMaterial';
/**
* Type for depth packing.
*
* @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
* @default BasicDepthPacking
*/
this.depthPacking = BasicDepthPacking;
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* WebGL and WebGPU ignore this property and always render
* 1 pixel wide lines.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.depthPacking = source.depthPacking;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
return this;
}
}
/**
* A material used internally for implementing shadow mapping with
* point lights.
*
* Can also be used to customize the shadow casting of an object by assigning
* an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
* The following examples demonstrates this approach in order to ensure
* transparent parts of objects do not cast shadows.
*
* @augments Material
*/
class MeshDistanceMaterial extends Material {
/**
* Constructs a new mesh distance material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshDistanceMaterial = true;
this.type = 'MeshDistanceMaterial';
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
return this;
}
}
/**
* This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
* material color and shading.
*
* `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
* baked lighting. It will cast a shadow onto an object that receives shadows
* (and shadow clipping works), but it will not self-shadow or receive
* shadows.
*
* @augments Material
* @demo scenes/material-browser.html#MeshMatcapMaterial
*/
class MeshMatcapMaterial extends Material {
/**
* Constructs a new mesh matcap material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMeshMatcapMaterial = true;
this.defines = { 'MATCAP': '' };
this.type = 'MeshMatcapMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* The matcap map.
*
* `matcap` represents luminance data, and the texture must be assigned
* a {@link Texture#colorSpace}. HDR `matcap` textures (e.g. `.exr`)
* typically set `texture.colorSpace = LinearSRGBColorSpace`, while LDR
* `matcap` textures (e.g. `.png`, `.jpg`, `.webp`) typically set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.matcap = null;
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
* color is modulated by the diffuse `color`.
*
* `map` represents color data, and the texture must be assigned a
* {@link Texture#colorSpace}. Most `map` textures set
* `texture.colorSpace = SRGBColorSpace`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* The texture to create a bump map. The black and white values map to the
* perceived depth in relation to the lights. Bump doesn't actually affect
* the geometry of the object, only the lighting. If a normal map is defined
* this will be ignored.
*
* `bumpMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.bumpMap = null;
/**
* How much the bump map affects the material. Typical range is `[0,1]`.
*
* @type {number}
* @default 1
*/
this.bumpScale = 1;
/**
* The texture to create a normal map. The RGB values affect the surface
* normal for each pixel fragment and change the way the color is lit. Normal
* maps do not change the actual shape of the surface, only the lighting. In
* case the material has a normal map authored using the left handed
* convention, the `y` component of `normalScale` should be negated to compensate
* for the different handedness.
*
* `normalMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.normalMap = null;
/**
* The type of normal map.
*
* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
* @default TangentSpaceNormalMap
*/
this.normalMapType = TangentSpaceNormalMap;
/**
* How much the normal map affects the material. Typical value range is `[0,1]`.
*
* @type {Vector2}
* @default (1,1)
*/
this.normalScale = new Vector2( 1, 1 );
/**
* The displacement map affects the position of the mesh's vertices. Unlike
* other maps which only affect the light and shade of the material the
* displaced vertices can cast shadows, block other objects, and otherwise
* act as real geometry. The displacement texture is an image where the value
* of each pixel (white being the highest) is mapped against, and
* repositions, the vertices of the mesh. For best results, pair a
* displacement map with a matching normal map, since the renderer can
* not recompute surface normals from the displaced vertices.
*
* `displacementMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.displacementMap = null;
/**
* How much the displacement map affects the mesh (where black is no
* displacement, and white is maximum displacement). Without a displacement
* map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementScale = 1;
/**
* The offset of the displacement map's values on the mesh's vertices.
* The bias is added to the scaled sample of the displacement map.
* Without a displacement map set, this value is not applied.
*
* @type {number}
* @default 0
*/
this.displacementBias = 0;
/**
* The alpha map is a grayscale texture that controls the opacity across the
* surface (black: fully transparent; white: fully opaque).
*
* Only the color of the texture is used, ignoring the alpha channel if one
* exists. For RGB and RGBA textures, the renderer will use the green channel
* when sampling this texture due to the extra bit of precision provided for
* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
* luminance/alpha textures will also still work as expected.
*
* `alphaMap` represents non-color data. Any texture assigned must have
* `texture.colorSpace = NoColorSpace` (default).
*
* @type {?Texture}
* @default null
*/
this.alphaMap = null;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* Can only be used with {@link SVGRenderer}.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
/**
* Whether the material is rendered with flat shading or not.
*
* @type {boolean}
* @default false
*/
this.flatShading = false;
/**
* Whether the material is affected by fog or not.
*
* @type {boolean}
* @default true
*/
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.defines = { 'MATCAP': '' };
this.color.copy( source.color );
this.matcap = source.matcap;
this.map = source.map;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
/**
* A material for rendering line primitives.
*
* Materials define the appearance of renderable 3D objects.
*
* ```js
* const material = new THREE.LineDashedMaterial( {
* color: 0xffffff,
* scale: 1,
* dashSize: 3,
* gapSize: 1,
* } );
* ```
*
* @augments LineBasicMaterial
*/
class LineDashedMaterial extends LineBasicMaterial {
/**
* Constructs a new line dashed material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineDashedMaterial = true;
this.type = 'LineDashedMaterial';
/**
* The scale of the dashed part of a line.
*
* @type {number}
* @default 1
*/
this.scale = 1;
/**
* The size of the dash. This is both the gap with the stroke.
*
* @type {number}
* @default 3
*/
this.dashSize = 3;
/**
* The size of the gap.
*
* @type {number}
* @default 1
*/
this.gapSize = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.scale = source.scale;
this.dashSize = source.dashSize;
this.gapSize = source.gapSize;
return this;
}
}
/**
* Converts an array to a specific type.
*
* @param {TypedArray|Array} array - The array to convert.
* @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
* @return {TypedArray} The converted array.
*/
function convertArray( array, type ) {
if ( ! array || array.constructor === type ) return array;
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
return new type( array ); // create typed array
}
return Array.prototype.slice.call( array ); // create Array
}
/**
* Returns `true` if the given keyframe track settings hold Bezier tangent data.
*
* @param {?Object} settings - The settings of a keyframe track.
* @return {boolean} Whether both tangent arrays are defined or not.
*/
function hasTangents( settings ) {
return settings !== undefined && settings.inTangents !== undefined && settings.outTangents !== undefined;
}
/**
* Returns an array by which times and values can be sorted.
*
* @param {Array<number>} times - The keyframe time values.
* @return {Array<number>} The array.
*/
function getKeyframeOrder( times ) {
function compareTime( i, j ) {
return times[ i ] - times[ j ];
}
const n = times.length;
const result = new Array( n );
for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
result.sort( compareTime );
return result;
}
/**
* Sorts the given array by the previously computed order via `getKeyframeOrder()`.
*
* @param {Array<number>} values - The values to sort.
* @param {number} stride - The stride.
* @param {Array<number>} order - The sort order.
* @return {Array<number>} The sorted values.
*/
function sortedArray( values, stride, order ) {
const nValues = values.length;
const result = new values.constructor( nValues );
for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
const srcOffset = order[ i ] * stride;
for ( let j = 0; j !== stride; ++ j ) {
result[ dstOffset ++ ] = values[ srcOffset + j ];
}
}
return result;
}
/**
* Used for parsing AOS keyframe formats.
*
* @param {Array<number>} jsonKeys - A list of JSON keyframes.
* @param {Array<number>} times - This array will be filled with keyframe times by this function.
* @param {Array<number>} values - This array will be filled with keyframe values by this function.
* @param {string} valuePropertyName - The name of the property to use.
*/
function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
let i = 1, key = jsonKeys[ 0 ];
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
key = jsonKeys[ i ++ ];
}
if ( key === undefined ) return; // no data
let value = key[ valuePropertyName ];
if ( value === undefined ) return; // no data
if ( Array.isArray( value ) ) {
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
values.push( ...value ); // push all elements
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else if ( value.toArray !== undefined ) {
// ...assume THREE.Math-ish
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
value.toArray( values, values.length );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else {
// otherwise push as-is
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time );
values.push( value );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
}
}
/**
* Creates a new clip, containing only the segment of the original clip between the given frames.
*
* @param {AnimationClip} sourceClip - The values to sort.
* @param {string} name - The name of the clip.
* @param {number} startFrame - The start frame.
* @param {number} endFrame - The end frame.
* @param {number} [fps=30] - The FPS.
* @return {AnimationClip} The new sub clip.
*/
function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
const clip = sourceClip.clone();
clip.name = name;
const tracks = [];
for ( let i = 0; i < clip.tracks.length; ++ i ) {
const track = clip.tracks[ i ];
const valueSize = track.getValueSize();
const times = [];
const values = [];
for ( let j = 0; j < track.times.length; ++ j ) {
const frame = track.times[ j ] * fps;
if ( frame < startFrame || frame >= endFrame ) continue;
times.push( track.times[ j ] );
for ( let k = 0; k < valueSize; ++ k ) {
values.push( track.values[ j * valueSize + k ] );
}
}
if ( times.length === 0 ) continue;
track.times = convertArray( times, track.times.constructor );
track.values = convertArray( values, track.values.constructor );
tracks.push( track );
}
clip.tracks = tracks;
// find minimum .times value across all tracks in the trimmed clip
let minStartTime = Infinity;
for ( let i = 0; i < clip.tracks.length; ++ i ) {
if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
minStartTime = clip.tracks[ i ].times[ 0 ];
}
}
// shift all tracks such that clip begins at t=0
for ( let i = 0; i < clip.tracks.length; ++ i ) {
clip.tracks[ i ].shift( -1 * minStartTime );
}
clip.resetDuration();
return clip;
}
/**
* Converts the keyframes of the given animation clip to an additive format.
*
* @param {AnimationClip} targetClip - The clip to make additive.
* @param {number} [referenceFrame=0] - The reference frame.
* @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
* @param {number} [fps=30] - The FPS.
* @return {AnimationClip} The updated clip which is now additive.
*/
function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
if ( fps <= 0 ) fps = 30;
const numTracks = referenceClip.tracks.length;
const referenceTime = referenceFrame / fps;
// Make each track's values relative to the values at the reference frame
for ( let i = 0; i < numTracks; ++ i ) {
const referenceTrack = referenceClip.tracks[ i ];
const referenceTrackType = referenceTrack.ValueTypeName;
// Skip this track if it's non-numeric
if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
// Find the track in the target clip whose name and type matches the reference track
const targetTrack = targetClip.tracks.find( function ( track ) {
return track.name === referenceTrack.name
&& track.ValueTypeName === referenceTrackType;
} );
if ( targetTrack === undefined ) continue;
let referenceOffset = 0;
const referenceValueSize = referenceTrack.getValueSize();
if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
referenceOffset = referenceValueSize / 3;
}
let targetOffset = 0;
const targetValueSize = targetTrack.getValueSize();
if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
targetOffset = targetValueSize / 3;
}
const lastIndex = referenceTrack.times.length - 1;
let referenceValue;
// Find the value to subtract out of the track
if ( referenceTime <= referenceTrack.times[ 0 ] ) {
// Reference frame is earlier than the first keyframe, so just use the first keyframe
const startIndex = referenceOffset;
const endIndex = referenceValueSize - referenceOffset;
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
// Reference frame is after the last keyframe, so just use the last keyframe
const startIndex = lastIndex * referenceValueSize + referenceOffset;
const endIndex = startIndex + referenceValueSize - referenceOffset;
referenceValue = referenceTrack.values.slice( startIndex, endIndex );
} else {
// Interpolate to the reference value
const interpolant = referenceTrack.createInterpolant();
const startIndex = referenceOffset;
const endIndex = referenceValueSize - referenceOffset;
interpolant.evaluate( referenceTime );
referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
}
// Conjugate the quaternion
if ( referenceTrackType === 'quaternion' ) {
const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
referenceQuat.toArray( referenceValue );
}
// Subtract the reference value from all of the track values
const numTimes = targetTrack.times.length;
for ( let j = 0; j < numTimes; ++ j ) {
const valueStart = j * targetValueSize + targetOffset;
if ( referenceTrackType === 'quaternion' ) {
// Multiply the conjugate for quaternion track types
Quaternion.multiplyQuaternionsFlat(
targetTrack.values,
valueStart,
referenceValue,
0,
targetTrack.values,
valueStart
);
} else {
const valueEnd = targetValueSize - targetOffset * 2;
// Subtract each value for all other numeric track types
for ( let k = 0; k < valueEnd; ++ k ) {
targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
}
}
}
}
targetClip.blendMode = AdditiveAnimationBlendMode;
return targetClip;
}
/**
* A class with various methods to assist with animations.
*
* @hideconstructor
*/
class AnimationUtils {
/**
* Converts an array to a specific type
*
* @static
* @param {TypedArray|Array} array - The array to convert.
* @param {TypedArray.constructor} type - The constructor of a type array.
* @return {TypedArray} The converted array
*/
static convertArray( array, type ) {
return convertArray( array, type );
}
/**
* Returns `true` if the given object is a typed array.
*
* @static
* @param {any} object - The object to check.
* @return {boolean} Whether the given object is a typed array.
*/
static isTypedArray( object ) {
return isTypedArray( object );
}
/**
* Returns `true` if the given keyframe track settings hold Bezier tangent data.
*
* @static
* @param {?Object} settings - The settings of a keyframe track.
* @return {boolean} Whether both tangent arrays are defined or not.
*/
static hasTangents( settings ) {
return hasTangents( settings );
}
/**
* Returns an array by which times and values can be sorted.
*
* @static
* @param {Array<number>} times - The keyframe time values.
* @return {Array<number>} The array.
*/
static getKeyframeOrder( times ) {
return getKeyframeOrder( times );
}
/**
* Sorts the given array by the previously computed order via `getKeyframeOrder()`.
*
* @static
* @param {Array<number>} values - The values to sort.
* @param {number} stride - The stride.
* @param {Array<number>} order - The sort order.
* @return {Array<number>} The sorted values.
*/
static sortedArray( values, stride, order ) {
return sortedArray( values, stride, order );
}
/**
* Used for parsing AOS keyframe formats.
*
* @static
* @param {Array<number>} jsonKeys - A list of JSON keyframes.
* @param {Array<number>} times - This array will be filled with keyframe times by this method.
* @param {Array<number>} values - This array will be filled with keyframe values by this method.
* @param {string} valuePropertyName - The name of the property to use.
*/
static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
flattenJSON( jsonKeys, times, values, valuePropertyName );
}
/**
* Creates a new clip, containing only the segment of the original clip between the given frames.
*
* @static
* @param {AnimationClip} sourceClip - The values to sort.
* @param {string} name - The name of the clip.
* @param {number} startFrame - The start frame.
* @param {number} endFrame - The end frame.
* @param {number} [fps=30] - The FPS.
* @return {AnimationClip} The new sub clip.
*/
static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
return subclip( sourceClip, name, startFrame, endFrame, fps );
}
/**
* Converts the keyframes of the given animation clip to an additive format.
*
* @static
* @param {AnimationClip} targetClip - The clip to make additive.
* @param {number} [referenceFrame=0] - The reference frame.
* @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
* @param {number} [fps=30] - The FPS.
* @return {AnimationClip} The updated clip which is now additive.
*/
static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
}
}
/**
* Abstract base class of interpolants over parametric samples.
*
* The parameter domain is one dimensional, typically the time or a path
* along a curve defined by the data.
*
* The sample values can have any dimensionality and derived classes may
* apply special interpretations to the data.
*
* This class provides the interval seek in a Template Method, deferring
* the actual interpolation to derived classes.
*
* Time complexity is O(1) for linear access crossing at most two points
* and O(log N) for random access, where N is the number of positions.
*
* References: {@link http://www.oodesign.com/template-method-pattern.html}
*
* @abstract
*/
class Interpolant {
/**
* Constructs a new interpolant.
*
* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
* @param {TypedArray} sampleValues - The sample values.
* @param {number} sampleSize - The sample size
* @param {TypedArray} [resultBuffer] - The result buffer.
*/
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
/**
* The parameter positions.
*
* @type {TypedArray}
*/
this.parameterPositions = parameterPositions;
/**
* A cache index.
*
* @private
* @type {number}
* @default 0
*/
this._cachedIndex = 0;
/**
* The result buffer.
*
* @type {TypedArray}
*/
this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
/**
* The sample values.
*
* @type {TypedArray}
*/
this.sampleValues = sampleValues;
/**
* The value size.
*
* @type {TypedArray}
*/
this.valueSize = sampleSize;
/**
* The interpolation settings.
*
* @type {?Object}
* @default null
*/
this.settings = null;
/**
* The default settings object.
*
* @type {Object}
*/
this.DefaultSettings_ = {};
}
/**
* Evaluate the interpolant at position `t`.
*
* @param {number} t - The interpolation factor.
* @return {TypedArray} The result buffer.
*/
evaluate( t ) {
const pp = this.parameterPositions;
let i1 = this._cachedIndex,
t1 = pp[ i1 ],
t0 = pp[ i1 - 1 ];
validate_interval: {
seek: {
let right;
linear_scan: {
//- See http://jsperf.com/comparison-to-undefined/3
//- slower code:
//-
//- if ( t >= t1 || t1 === undefined ) {
forward_scan: if ( ! ( t < t1 ) ) {
for ( let giveUpAt = i1 + 2; ; ) {
if ( t1 === undefined ) {
if ( t < t0 ) break forward_scan;
// after end
i1 = pp.length;
this._cachedIndex = i1;
return this.copySampleValue_( i1 - 1 );
}
if ( i1 === giveUpAt ) break; // this loop
t0 = t1;
t1 = pp[ ++ i1 ];
if ( t < t1 ) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the right side of the index
right = pp.length;
break linear_scan;
}
//- slower code:
//- if ( t < t0 || t0 === undefined ) {
if ( ! ( t >= t0 ) ) {
// looping?
const t1global = pp[ 1 ];
if ( t < t1global ) {
i1 = 2; // + 1, using the scan for the details
t0 = t1global;
}
// linear reverse scan
for ( let giveUpAt = i1 - 2; ; ) {
if ( t0 === undefined ) {
// before start
this._cachedIndex = 0;
return this.copySampleValue_( 0 );
}
if ( i1 === giveUpAt ) break; // this loop
t1 = t0;
t0 = pp[ -- i1 - 1 ];
if ( t >= t0 ) {
// we have arrived at the sought interval
break seek;
}
}
// prepare binary search on the left side of the index
right = i1;
i1 = 0;
break linear_scan;
}
// the interval is valid
break validate_interval;
} // linear scan
// binary search
while ( i1 < right ) {
const mid = ( i1 + right ) >>> 1;
if ( t < pp[ mid ] ) {
right = mid;
} else {
i1 = mid + 1;
}
}
t1 = pp[ i1 ];
t0 = pp[ i1 - 1 ];
// check boundary cases, again
if ( t0 === undefined ) {
this._cachedIndex = 0;
return this.copySampleValue_( 0 );
}
if ( t1 === undefined ) {
i1 = pp.length;
this._cachedIndex = i1;
return this.copySampleValue_( i1 - 1 );
}
} // seek
this._cachedIndex = i1;
this.intervalChanged_( i1, t0, t1 );
} // validate_interval
return this.interpolate_( i1, t0, t, t1 );
}
/**
* Returns the interpolation settings.
*
* @return {Object} The interpolation settings.
*/
getSettings_() {
return this.settings || this.DefaultSettings_;
}
/**
* Copies a sample value to the result buffer.
*
* @param {number} index - An index into the sample value buffer.
* @return {TypedArray} The result buffer.
*/
copySampleValue_( index ) {
// copies a sample value to the result buffer
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
offset = index * stride;
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] = values[ offset + i ];
}
return result;
}
/**
* Copies a sample value to the result buffer.
*
* @abstract
* @param {number} i1 - An index into the sample value buffer.
* @param {number} t0 - The previous interpolation factor.
* @param {number} t - The current interpolation factor.
* @param {number} t1 - The next interpolation factor.
* @return {TypedArray} The result buffer.
*/
interpolate_( /* i1, t0, t, t1 */ ) {
throw new Error( 'THREE.Interpolant: Call to abstract method.' );
// implementations shall return this.resultBuffer
}
/**
* Optional method that is executed when the interval has changed.
*
* @param {number} i1 - An index into the sample value buffer.
* @param {number} t0 - The previous interpolation factor.
* @param {number} t - The current interpolation factor.
*/
intervalChanged_( /* i1, t0, t1 */ ) {
// empty
}
}
/**
* Fast and simple cubic spline interpolant.
*
* It was derived from a Hermitian construction setting the first derivative
* at each sample position to the linear slope between neighboring positions
* over their parameter interval.
*
* @augments Interpolant
*/
class CubicInterpolant extends Interpolant {
/**
* Constructs a new cubic interpolant.
*
* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
* @param {TypedArray} sampleValues - The sample values.
* @param {number} sampleSize - The sample size
* @param {TypedArray} [resultBuffer] - The result buffer.
*/
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
this._weightPrev = -0;
this._offsetPrev = -0;
this._weightNext = -0;
this._offsetNext = -0;
this.DefaultSettings_ = {
endingStart: ZeroCurvatureEnding,
endingEnd: ZeroCurvatureEnding
};
}
intervalChanged_( i1, t0, t1 ) {
const pp = this.parameterPositions;
let iPrev = i1 - 2,
iNext = i1 + 1,
tPrev = pp[ iPrev ],
tNext = pp[ iNext ];
if ( tPrev === undefined ) {
switch ( this.getSettings_().endingStart ) {
case ZeroSlopeEnding:
// f'(t0) = 0
iPrev = i1;
tPrev = 2 * t0 - t1;
break;
case WrapAroundEnding:
// use the other end of the curve
iPrev = pp.length - 2;
tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
break;
default: // ZeroCurvatureEnding
// f''(t0) = 0 a.k.a. Natural Spline
iPrev = i1;
tPrev = t1;
}
}
if ( tNext === undefined ) {
switch ( this.getSettings_().endingEnd ) {
case ZeroSlopeEnding:
// f'(tN) = 0
iNext = i1;
tNext = 2 * t1 - t0;
break;
case WrapAroundEnding:
// use the other end of the curve
iNext = 1;
tNext = t1 + pp[ 1 ] - pp[ 0 ];
break;
default: // ZeroCurvatureEnding
// f''(tN) = 0, a.k.a. Natural Spline
iNext = i1 - 1;
tNext = t0;
}
}
const halfDt = ( t1 - t0 ) * 0.5,
stride = this.valueSize;
this._weightPrev = halfDt / ( t0 - tPrev );
this._weightNext = halfDt / ( tNext - t1 );
this._offsetPrev = iPrev * stride;
this._offsetNext = iNext * stride;
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
o1 = i1 * stride, o0 = o1 - stride,
oP = this._offsetPrev, oN = this._offsetNext,
wP = this._weightPrev, wN = this._weightNext,
p = ( t - t0 ) / ( t1 - t0 ),
pp = p * p,
ppp = pp * p;
// evaluate polynomials
const sP = - wP * ppp + 2 * wP * pp - wP * p;
const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
const sN = wN * ppp - wN * pp;
// combine data linearly
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] =
sP * values[ oP + i ] +
s0 * values[ o0 + i ] +
s1 * values[ o1 + i ] +
sN * values[ oN + i ];
}
return result;
}
}
/**
* A basic linear interpolant.
*
* @augments Interpolant
*/
class LinearInterpolant extends Interpolant {
/**
* Constructs a new linear interpolant.
*
* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
* @param {TypedArray} sampleValues - The sample values.
* @param {number} sampleSize - The sample size
* @param {TypedArray} [resultBuffer] - The result buffer.
*/
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
offset1 = i1 * stride,
offset0 = offset1 - stride,
weight1 = ( t - t0 ) / ( t1 - t0 ),
weight0 = 1 - weight1;
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] =
values[ offset0 + i ] * weight0 +
values[ offset1 + i ] * weight1;
}
return result;
}
}
/**
* Interpolant that evaluates to the sample value at the position preceding
* the parameter.
*
* @augments Interpolant
*/
class DiscreteInterpolant extends Interpolant {
/**
* Constructs a new discrete interpolant.
*
* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
* @param {TypedArray} sampleValues - The sample values.
* @param {number} sampleSize - The sample size
* @param {TypedArray} [resultBuffer] - The result buffer.
*/
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1 /*, t0, t, t1 */ ) {
return this.copySampleValue_( i1 - 1 );
}
}
/**
* A Bezier interpolant using cubic Bezier curves with 2D control points.
*
* This interpolant supports the COLLADA/Maya style of Bezier animation where
* each keyframe has explicit in/out tangent control points specified as
* 2D coordinates (time, value).
*
* Tangent data is read from `inTangents` and `outTangents` on the interpolant
* (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`).
*
* For a track with N keyframes and stride S:
* - Each tangent array has N * S * 2 values
* - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
* k1_c0_time, k1_c0_value, ...]
*
* @augments Interpolant
*/
class BezierInterpolant extends Interpolant {
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer;
const values = this.sampleValues;
const stride = this.valueSize;
const offset1 = i1 * stride;
const offset0 = offset1 - stride;
const inTangents = this.inTangents;
const outTangents = this.outTangents;
// If no tangent data, fall back to linear interpolation
if ( ! inTangents || ! outTangents ) {
const weight1 = ( t - t0 ) / ( t1 - t0 );
const weight0 = 1 - weight1;
for ( let i = 0; i !== stride; ++ i ) {
result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
}
return result;
}
const tangentStride = stride * 2;
const i0 = i1 - 1;
for ( let i = 0; i !== stride; ++ i ) {
const v0 = values[ offset0 + i ];
const v1 = values[ offset1 + i ];
// outTangent of previous keyframe (C0)
const outTangentOffset = i0 * tangentStride + i * 2;
const c0x = outTangents[ outTangentOffset ];
const c0y = outTangents[ outTangentOffset + 1 ];
// inTangent of current keyframe (C1)
const inTangentOffset = i1 * tangentStride + i * 2;
const c1x = inTangents[ inTangentOffset ];
const c1y = inTangents[ inTangentOffset + 1 ];
// Find the curve parameter s where the Bezier X(s) matches t, then evaluate Y(s)
const s = solveBezierParameter( t, t0, c0x, c1x, t1 );
result[ i ] = cubicBezier( s, v0, c0y, c1y, v1 );
}
return result;
}
}
function cubicBezier( s, p0, p1, p2, p3 ) {
const k = 1 - s;
return k * k * k * p0 + 3 * k * k * s * p1 + 3 * k * s * s * p2 + s * s * s * p3;
}
function cubicBezierSlope( s, p0, p1, p2, p3 ) {
const k = 1 - s;
return 3 * k * k * ( p1 - p0 ) + 6 * k * s * ( p2 - p1 ) + 3 * s * s * ( p3 - p2 );
}
// Solves cubicBezier( s, x0, x1, x2, x3 ) = x for s in [0,1] using Newton-Raphson
function solveBezierParameter( x, x0, x1, x2, x3 ) {
let s = ( x - x0 ) / ( x3 - x0 );
for ( let i = 0; i < 8; i ++ ) {
const error = cubicBezier( s, x0, x1, x2, x3 ) - x;
if ( Math.abs( error ) < 1e-10 ) break;
const slope = cubicBezierSlope( s, x0, x1, x2, x3 );
if ( Math.abs( slope ) < 1e-10 ) break;
s = Math.max( 0, Math.min( 1, s - error / slope ) );
}
return s;
}
/**
* Represents a timed sequence of keyframes, which are composed of lists of
* times and related values, and which are used to animate a specific property
* of an object.
*/
class KeyframeTrack {
/**
* Constructs a new keyframe track.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<number|string|boolean>} values - A list of keyframe values.
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
*/
constructor( name, times, values, interpolation ) {
if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
/**
* The track's name can refer to morph targets or bones or
* possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
* for the forms of strings that can be parsed for property binding.
*
* @type {string}
*/
this.name = name;
/**
* The keyframe times.
*
* @type {Float32Array}
*/
this.times = convertArray( times, this.TimeBufferType );
/**
* The keyframe values.
*
* @type {Float32Array}
*/
this.values = convertArray( values, this.ValueBufferType );
this.setInterpolation( interpolation || this.DefaultInterpolation );
}
/**
* Converts the keyframe track to JSON.
*
* @static
* @param {KeyframeTrack} track - The keyframe track to serialize.
* @return {Object} The serialized keyframe track as JSON.
*/
static toJSON( track ) {
const trackType = track.constructor;
let json;
// derived classes can define a static toJSON method
if ( trackType.toJSON !== this.toJSON ) {
json = trackType.toJSON( track );
} else {
// by default, we assume the data can be serialized as-is
json = {
'name': track.name,
'times': convertArray( track.times, Array ),
'values': convertArray( track.values, Array )
};
const interpolation = track.getInterpolation();
if ( interpolation !== track.DefaultInterpolation ) {
json.interpolation = interpolation;
}
if ( hasTangents( track.settings ) ) {
json.settings = {
inTangents: convertArray( track.settings.inTangents, Array ),
outTangents: convertArray( track.settings.outTangents, Array )
};
}
}
json.type = track.ValueTypeName; // mandatory
return json;
}
/**
* Factory method for creating a new discrete interpolant.
*
* @static
* @param {TypedArray} [result] - The result buffer.
* @return {DiscreteInterpolant} The new interpolant.
*/
InterpolantFactoryMethodDiscrete( result ) {
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
}
/**
* Factory method for creating a new linear interpolant.
*
* @static
* @param {TypedArray} [result] - The result buffer.
* @return {LinearInterpolant} The new interpolant.
*/
InterpolantFactoryMethodLinear( result ) {
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
}
/**
* Factory method for creating a new smooth interpolant.
*
* @static
* @param {TypedArray} [result] - The result buffer.
* @return {CubicInterpolant} The new interpolant.
*/
InterpolantFactoryMethodSmooth( result ) {
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
}
/**
* Factory method for creating a new Bezier interpolant.
*
* The Bezier interpolant requires tangent data to be set via the `settings` property
* on the track before creating the interpolant. The settings should contain:
* - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
* - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
*
* @static
* @param {TypedArray} [result] - The result buffer.
* @return {BezierInterpolant} The new interpolant.
*/
InterpolantFactoryMethodBezier( result ) {
const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
if ( this.settings ) {
interpolant.inTangents = this.settings.inTangents;
interpolant.outTangents = this.settings.outTangents;
}
return interpolant;
}
/**
* Defines the interpolation factor method for this keyframe track.
*
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
* @return {KeyframeTrack} A reference to this keyframe track.
*/
setInterpolation( interpolation ) {
let factoryMethod;
switch ( interpolation ) {
case InterpolateDiscrete:
factoryMethod = this.InterpolantFactoryMethodDiscrete;
break;
case InterpolateLinear:
factoryMethod = this.InterpolantFactoryMethodLinear;
break;
case InterpolateSmooth:
factoryMethod = this.InterpolantFactoryMethodSmooth;
break;
case InterpolateBezier:
factoryMethod = this.InterpolantFactoryMethodBezier;
break;
}
if ( factoryMethod === undefined ) {
const message = 'unsupported interpolation for ' +
this.ValueTypeName + ' keyframe track named ' + this.name;
if ( this.createInterpolant === undefined ) {
// fall back to default, unless the default itself is messed up
if ( interpolation !== this.DefaultInterpolation ) {
this.setInterpolation( this.DefaultInterpolation );
} else {
throw new Error( message ); // fatal, in this case
}
}
warn( 'KeyframeTrack:', message );
return this;
}
this.createInterpolant = factoryMethod;
return this;
}
/**
* Returns the current interpolation type.
*
* @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
*/
getInterpolation() {
switch ( this.createInterpolant ) {
case this.InterpolantFactoryMethodDiscrete:
return InterpolateDiscrete;
case this.InterpolantFactoryMethodLinear:
return InterpolateLinear;
case this.InterpolantFactoryMethodSmooth:
return InterpolateSmooth;
case this.InterpolantFactoryMethodBezier:
return InterpolateBezier;
}
}
/**
* Returns the value size.
*
* @return {number} The value size.
*/
getValueSize() {
return this.values.length / this.times.length;
}
/**
* Moves all keyframes either forward or backward in time.
*
* @param {number} timeOffset - The offset to move the time values.
* @return {KeyframeTrack} A reference to this keyframe track.
*/
shift( timeOffset ) {
if ( timeOffset !== 0.0 ) {
const times = this.times;
for ( let i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] += timeOffset;
}
}
return this;
}
/**
* Scale all keyframe times by a factor (useful for frame - seconds conversions).
*
* @param {number} timeScale - The time scale.
* @return {KeyframeTrack} A reference to this keyframe track.
*/
scale( timeScale ) {
if ( timeScale !== 1.0 ) {
const times = this.times;
for ( let i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] *= timeScale;
}
if ( hasTangents( this.settings ) ) {
scaleTangentTimes( this.settings.inTangents, timeScale );
scaleTangentTimes( this.settings.outTangents, timeScale );
}
}
return this;
}
/**
* Removes keyframes before and after animation without changing any values within the defined time range.
*
* Note: The method does not shift around keys to the start of the track time, because for interpolated
* keys this will change their values
*
* @param {number} startTime - The start time.
* @param {number} endTime - The end time.
* @return {KeyframeTrack} A reference to this keyframe track.
*/
trim( startTime, endTime ) {
const times = this.times,
nKeys = times.length;
let from = 0,
to = nKeys - 1;
while ( from !== nKeys && times[ from ] < startTime ) {
++ from;
}
while ( to !== -1 && times[ to ] > endTime ) {
-- to;
}
++ to; // inclusive -> exclusive bound
if ( from !== 0 || to !== nKeys ) {
// empty tracks are forbidden, so keep at least one keyframe
if ( from >= to ) {
to = Math.max( to, 1 );
from = to - 1;
}
const stride = this.getValueSize();
this.times = times.slice( from, to );
this.values = this.values.slice( from * stride, to * stride );
}
return this;
}
/**
* Performs minimal validation on the keyframe track. Returns `true` if the values
* are valid.
*
* @return {boolean} Whether the keyframes are valid or not.
*/
validate() {
let valid = true;
const valueSize = this.getValueSize();
if ( valueSize - Math.floor( valueSize ) !== 0 ) {
error( 'KeyframeTrack: Invalid value size in track.', this );
valid = false;
}
const times = this.times,
values = this.values,
nKeys = times.length;
if ( nKeys === 0 ) {
error( 'KeyframeTrack: Track is empty.', this );
valid = false;
}
let prevTime = null;
for ( let i = 0; i !== nKeys; i ++ ) {
const currTime = times[ i ];
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
valid = false;
break;
}
if ( prevTime !== null && prevTime > currTime ) {
error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
valid = false;
break;
}
prevTime = currTime;
}
if ( values !== undefined ) {
if ( isTypedArray( values ) ) {
for ( let i = 0, n = values.length; i !== n; ++ i ) {
const value = values[ i ];
if ( isNaN( value ) ) {
error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
valid = false;
break;
}
}
}
}
return valid;
}
/**
* Optimizes this keyframe track by removing equivalent sequential keys (which are
* common in morph target sequences).
*
* @return {KeyframeTrack} A reference to this keyframe track.
*/
optimize() {
// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
// times or values may be shared with other tracks, so overwriting is unsafe
const times = this.times.slice(),
values = this.values.slice(),
stride = this.getValueSize(),
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
lastIndex = times.length - 1;
let writeIndex = 1;
for ( let i = 1; i < lastIndex; ++ i ) {
let keep = false;
const time = times[ i ];
const timeNext = times[ i + 1 ];
// remove adjacent keyframes scheduled at the same time
if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
if ( ! smoothInterpolation ) {
// remove unnecessary keyframes same as their neighbors
const offset = i * stride,
offsetP = offset - stride,
offsetN = offset + stride;
for ( let j = 0; j !== stride; ++ j ) {
const value = values[ offset + j ];
if ( value !== values[ offsetP + j ] ||
value !== values[ offsetN + j ] ) {
keep = true;
break;
}
}
} else {
keep = true;
}
}
// in-place compaction
if ( keep ) {
if ( i !== writeIndex ) {
times[ writeIndex ] = times[ i ];
const readOffset = i * stride,
writeOffset = writeIndex * stride;
for ( let j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
}
++ writeIndex;
}
}
// flush last keyframe (compaction looks ahead)
if ( lastIndex > 0 ) {
times[ writeIndex ] = times[ lastIndex ];
for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
++ writeIndex;
}
if ( writeIndex !== times.length ) {
this.times = times.slice( 0, writeIndex );
this.values = values.slice( 0, writeIndex * stride );
} else {
this.times = times;
this.values = values;
}
return this;
}
/**
* Returns a new keyframe track with copied values from this instance.
*
* @return {KeyframeTrack} A clone of this instance.
*/
clone() {
const times = this.times.slice();
const values = this.values.slice();
const TypedKeyframeTrack = this.constructor;
const track = new TypedKeyframeTrack( this.name, times, values );
// Interpolant argument to constructor is not saved, so copy the factory method directly.
track.createInterpolant = this.createInterpolant;
if ( hasTangents( this.settings ) ) {
track.settings = {
inTangents: this.settings.inTangents.slice(),
outTangents: this.settings.outTangents.slice()
};
}
return track;
}
}
function scaleTangentTimes( tangents, timeScale ) {
// tangents are [ time, value ] pairs, so only every second entry is a time
for ( let i = 0, n = tangents.length; i !== n; i += 2 ) {
tangents[ i ] *= timeScale;
}
}
/**
* The value type name.
*
* @type {string}
* @default ''
*/
KeyframeTrack.prototype.ValueTypeName = '';
/**
* The time buffer type of this keyframe track.
*
* @type {TypedArray|Array}
* @default Float32Array.constructor
*/
KeyframeTrack.prototype.TimeBufferType = Float32Array;
/**
* The value buffer type of this keyframe track.
*
* @type {TypedArray|Array}
* @default Float32Array.constructor
*/
KeyframeTrack.prototype.ValueBufferType = Float32Array;
/**
* The default interpolation type of this keyframe track.
*
* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
* @default InterpolateLinear
*/
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
/**
* A track for boolean keyframe values.
*
* @augments KeyframeTrack
*/
class BooleanKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new boolean keyframe track.
*
* This keyframe track type has no `interpolation` parameter because the
* interpolation is always discrete.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<boolean>} values - A list of keyframe values.
*/
constructor( name, times, values ) {
super( name, times, values );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'bool'
*/
BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
/**
* The value buffer type of this keyframe track.
*
* @type {TypedArray|Array}
* @default Array.constructor
*/
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
/**
* The default interpolation type of this keyframe track.
*
* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
* @default InterpolateDiscrete
*/
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A track for color keyframe values.
*
* @augments KeyframeTrack
*/
class ColorKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new color keyframe track.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<number>} values - A list of keyframe values.
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
*/
constructor( name, times, values, interpolation ) {
super( name, times, values, interpolation );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'color'
*/
ColorKeyframeTrack.prototype.ValueTypeName = 'color';
/**
* A track for numeric keyframe values.
*
* @augments KeyframeTrack
*/
class NumberKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new number keyframe track.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<number>} values - A list of keyframe values.
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
*/
constructor( name, times, values, interpolation ) {
super( name, times, values, interpolation );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'number'
*/
NumberKeyframeTrack.prototype.ValueTypeName = 'number';
/**
* Spherical linear unit quaternion interpolant.
*
* @augments Interpolant
*/
class QuaternionLinearInterpolant extends Interpolant {
/**
* Constructs a new SLERP interpolant.
*
* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
* @param {TypedArray} sampleValues - The sample values.
* @param {number} sampleSize - The sample size
* @param {TypedArray} [resultBuffer] - The result buffer.
*/
constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
super( parameterPositions, sampleValues, sampleSize, resultBuffer );
}
interpolate_( i1, t0, t, t1 ) {
const result = this.resultBuffer,
values = this.sampleValues,
stride = this.valueSize,
alpha = ( t - t0 ) / ( t1 - t0 );
let offset = i1 * stride;
for ( let end = offset + stride; offset !== end; offset += 4 ) {
Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
}
return result;
}
}
/**
* A track for Quaternion keyframe values.
*
* @augments KeyframeTrack
*/
class QuaternionKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new Quaternion keyframe track.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<number>} values - A list of keyframe values.
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
*/
constructor( name, times, values, interpolation ) {
super( name, times, values, interpolation );
}
/**
* Overwritten so the method returns Quaternion based interpolant.
*
* @static
* @param {TypedArray} [result] - The result buffer.
* @return {QuaternionLinearInterpolant} The new interpolant.
*/
InterpolantFactoryMethodLinear( result ) {
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'quaternion'
*/
QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
// ValueBufferType is inherited
// DefaultInterpolation is inherited;
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A track for string keyframe values.
*
* @augments KeyframeTrack
*/
class StringKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new string keyframe track.
*
* This keyframe track type has no `interpolation` parameter because the
* interpolation is always discrete.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<string>} values - A list of keyframe values.
*/
constructor( name, times, values ) {
super( name, times, values );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'string'
*/
StringKeyframeTrack.prototype.ValueTypeName = 'string';
/**
* The value buffer type of this keyframe track.
*
* @type {TypedArray|Array}
* @default Array.constructor
*/
StringKeyframeTrack.prototype.ValueBufferType = Array;
/**
* The default interpolation type of this keyframe track.
*
* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
* @default InterpolateDiscrete
*/
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
/**
* A track for vector keyframe values.
*
* @augments KeyframeTrack
*/
class VectorKeyframeTrack extends KeyframeTrack {
/**
* Constructs a new vector keyframe track.
*
* @param {string} name - The keyframe track's name.
* @param {Array<number>} times - A list of keyframe times.
* @param {Array<number>} values - A list of keyframe values.
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
*/
constructor( name, times, values, interpolation ) {
super( name, times, values, interpolation );
}
}
/**
* The value type name.
*
* @type {string}
* @default 'vector'
*/
VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
/**
* A reusable set of keyframe tracks which represent an animation.
*/
class AnimationClip {
/**
* Constructs a new animation clip.
*
* Note: Instead of instantiating an AnimationClip directly with the constructor, you can
* use the static interface of this class for creating clips. In most cases though, animation clips
* will automatically be created by loaders when importing animated 3D assets.
*
* @param {string} [name=''] - The clip's name.
* @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
* the duration will be calculated from the passed keyframes.
* @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
* @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
* is blended/combined when two or more animations are simultaneously played.
*/
constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
/**
* The clip's name.
*
* @type {string}
*/
this.name = name;
/**
* An array of keyframe tracks.
*
* @type {Array<KeyframeTrack>}
*/
this.tracks = tracks;
/**
* The clip's duration in seconds.
*
* @type {number}
*/
this.duration = duration;
/**
* Defines how the animation is blended/combined when two or more animations
* are simultaneously played.
*
* @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
*/
this.blendMode = blendMode;
/**
* The UUID of the animation clip.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* An object that can be used to store custom data about the animation clip.
* It should not hold references to functions as these will not be cloned.
*
* @type {Object}
*/
this.userData = {};
// this means it should figure out its duration by scanning the tracks
if ( this.duration < 0 ) {
this.resetDuration();
}
}
/**
* Factory method for creating an animation clip from the given JSON.
*
* @static
* @param {Object} json - The serialized animation clip.
* @return {AnimationClip} The new animation clip.
*/
static parse( json ) {
const tracks = [],
jsonTracks = json.tracks,
frameTime = 1.0 / ( json.fps || 1.0 );
for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
}
const clip = new this( json.name, json.duration, tracks, json.blendMode );
clip.uuid = json.uuid;
clip.userData = JSON.parse( json.userData || '{}' );
return clip;
}
/**
* Serializes the given animation clip into JSON.
*
* @static
* @param {AnimationClip} clip - The animation clip to serialize.
* @return {Object} The JSON object.
*/
static toJSON( clip ) {
const tracks = [],
clipTracks = clip.tracks;
const json = {
'name': clip.name,
'duration': clip.duration,
'tracks': tracks,
'uuid': clip.uuid,
'blendMode': clip.blendMode,
'userData': JSON.stringify( clip.userData ),
};
for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
}
return json;
}
/**
* Returns a new animation clip from the passed morph targets array of a
* geometry, taking a name and the number of frames per second.
*
* Note: The fps parameter is required, but the animation speed can be
* overridden via {@link AnimationAction#setDuration}.
*
* @static
* @param {string} name - The name of the animation clip.
* @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
* @param {number} fps - The Frames-Per-Second value.
* @param {boolean} noLoop - Whether the clip should be no loop or not.
* @return {AnimationClip} The new animation clip.
*/
static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
const numMorphTargets = morphTargetSequence.length;
const tracks = [];
for ( let i = 0; i < numMorphTargets; i ++ ) {
let times = [];
let values = [];
times.push(
( i + numMorphTargets - 1 ) % numMorphTargets,
i,
( i + 1 ) % numMorphTargets );
values.push( 0, 1, 0 );
const order = getKeyframeOrder( times );
times = sortedArray( times, 1, order );
values = sortedArray( values, 1, order );
// if there is a key at the first frame, duplicate it as the
// last frame as well for perfect loop.
if ( ! noLoop && times[ 0 ] === 0 ) {
times.push( numMorphTargets );
values.push( values[ 0 ] );
}
tracks.push(
new NumberKeyframeTrack(
'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
times, values
).scale( 1.0 / fps ) );
}
return new this( name, -1, tracks );
}
/**
* Searches for an animation clip by name, taking as its first parameter
* either an array of clips, or a mesh or geometry that contains an
* array named "animations" property.
*
* @static
* @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
* @param {string} name - The name to search for.
* @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
*/
static findByName( objectOrClipArray, name ) {
let clipArray = objectOrClipArray;
if ( ! Array.isArray( objectOrClipArray ) ) {
const o = objectOrClipArray;
clipArray = o.geometry && o.geometry.animations || o.animations;
}
for ( let i = 0; i < clipArray.length; i ++ ) {
if ( clipArray[ i ].name === name ) {
return clipArray[ i ];
}
}
return null;
}
/**
* Returns an array of new AnimationClips created from the morph target
* sequences of a geometry, trying to sort morph target names into
* animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
*
* See {@link MD2Loader#parse} as an example for how the method should be used.
*
* @static
* @param {Array<Object>} morphTargets - A sequence of morph targets.
* @param {number} fps - The Frames-Per-Second value.
* @param {boolean} noLoop - Whether the clip should be no loop or not.
* @return {Array<AnimationClip>} An array of new animation clips.
*/
static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
const animationToMorphTargets = {};
// tested with https://regex101.com/ on trick sequences
// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
const pattern = /^([\w-]*?)([\d]+)$/;
// sort morph target names into animation groups based
// patterns like Walk_001, Walk_002, Run_001, Run_002
for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
const morphTarget = morphTargets[ i ];
const parts = morphTarget.name.match( pattern );
if ( parts && parts.length > 1 ) {
const name = parts[ 1 ];
let animationMorphTargets = animationToMorphTargets[ name ];
if ( ! animationMorphTargets ) {
animationToMorphTargets[ name ] = animationMorphTargets = [];
}
animationMorphTargets.push( morphTarget );
}
}
const clips = [];
for ( const name in animationToMorphTargets ) {
clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
}
return clips;
}
/**
* Sets the duration of this clip to the duration of its longest keyframe track.
*
* @return {AnimationClip} A reference to this animation clip.
*/
resetDuration() {
const tracks = this.tracks;
let duration = 0;
for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
const track = this.tracks[ i ];
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
}
this.duration = duration;
return this;
}
/**
* Trims all tracks to the clip's duration.
*
* @return {AnimationClip} A reference to this animation clip.
*/
trim() {
for ( let i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].trim( 0, this.duration );
}
return this;
}
/**
* Performs minimal validation on each track in the clip. Returns `true` if all
* tracks are valid.
*
* @return {boolean} Whether the clip's keyframes are valid or not.
*/
validate() {
let valid = true;
for ( let i = 0; i < this.tracks.length; i ++ ) {
valid = valid && this.tracks[ i ].validate();
}
return valid;
}
/**
* Optimizes each track by removing equivalent sequential keys (which are
* common in morph target sequences).
*
* @return {AnimationClip} A reference to this animation clip.
*/
optimize() {
for ( let i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].optimize();
}
return this;
}
/**
* Returns a new animation clip with copied values from this instance.
*
* @return {AnimationClip} A clone of this instance.
*/
clone() {
const tracks = [];
for ( let i = 0; i < this.tracks.length; i ++ ) {
tracks.push( this.tracks[ i ].clone() );
}
const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
clip.userData = JSON.parse( JSON.stringify( this.userData ) );
return clip;
}
/**
* Serializes this animation clip into JSON.
*
* @return {Object} The JSON object.
*/
toJSON() {
return this.constructor.toJSON( this );
}
}
function getTrackTypeForValueTypeName( typeName ) {
switch ( typeName.toLowerCase() ) {
case 'scalar':
case 'double':
case 'float':
case 'number':
case 'integer':
return NumberKeyframeTrack;
case 'vector':
case 'vector2':
case 'vector3':
case 'vector4':
return VectorKeyframeTrack;
case 'color':
return ColorKeyframeTrack;
case 'quaternion':
return QuaternionKeyframeTrack;
case 'bool':
case 'boolean':
return BooleanKeyframeTrack;
case 'string':
return StringKeyframeTrack;
}
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
}
function parseKeyframeTrack( json ) {
if ( json.type === undefined ) {
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
}
const trackType = getTrackTypeForValueTypeName( json.type );
if ( json.times === undefined ) {
const times = [], values = [];
flattenJSON( json.keys, times, values, 'value' );
json.times = times;
json.values = values;
}
let track;
// derived classes can define a static parse method
if ( trackType.parse !== undefined ) {
track = trackType.parse( json );
} else {
// by default, we assume a constructor compatible with the base
track = new trackType( json.name, json.times, json.values, json.interpolation );
}
if ( hasTangents( json.settings ) ) {
track.settings = {
inTangents: convertArray( json.settings.inTangents, Float32Array ),
outTangents: convertArray( json.settings.outTangents, Float32Array )
};
}
return track;
}
/**
* @class
* @classdesc A simple caching system, used internally by {@link FileLoader}.
* To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
* @hideconstructor
*/
const Cache = {
/**
* Whether caching is enabled or not.
*
* @static
* @type {boolean}
* @default false
*/
enabled: false,
/**
* A dictionary that holds cached files.
*
* @static
* @type {Object<string,Object>}
*/
files: {},
/**
* Adds a cache entry with a key to reference the file. If this key already
* holds a file, it is overwritten.
*
* @static
* @param {string} key - The key to reference the cached file.
* @param {Object} file - The file to be cached.
*/
add: function ( key, file ) {
if ( this.enabled === false ) return;
if ( isBlobURL( key ) ) return;
// log( 'Cache', 'Adding key:', key );
this.files[ key ] = file;
},
/**
* Gets the cached value for the given key.
*
* @static
* @param {string} key - The key to reference the cached file.
* @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
*/
get: function ( key ) {
if ( this.enabled === false ) return;
if ( isBlobURL( key ) ) return;
// log( 'Cache', 'Checking key:', key );
return this.files[ key ];
},
/**
* Removes the cached file associated with the given key.
*
* @static
* @param {string} key - The key to reference the cached file.
*/
remove: function ( key ) {
delete this.files[ key ];
},
/**
* Remove all values from the cache.
*
* @static
*/
clear: function () {
this.files = {};
}
};
/**
* Returns true if the given cache key contains the blob: scheme.
*
* @private
* @param {string} key - The cache key.
* @return {boolean} Whether the given cache key contains the blob: scheme or not.
*/
function isBlobURL( key ) {
try {
const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
const url = new URL( urlString );
return url.protocol === 'blob:';
} catch ( e ) {
// If the string is not a valid URL, it throws an error
return false;
}
}
/**
* Handles and keeps track of loaded and pending data. A default global
* instance of this class is created and used by loaders if not supplied
* manually.
*
* In general that should be sufficient, however there are times when it can
* be useful to have separate loaders - for example if you want to show
* separate loading bars for objects and textures.
*
* ```js
* const manager = new THREE.LoadingManager();
* manager.onLoad = () => console.log( 'Loading complete!' );
*
* const loader1 = new OBJLoader( manager );
* const loader2 = new ColladaLoader( manager );
* ```
*/
class LoadingManager {
/**
* Constructs a new loading manager.
*
* @param {Function} [onLoad] - Executes when all items have been loaded.
* @param {Function} [onProgress] - Executes when single items have been loaded.
* @param {Function} [onError] - Executes when an error occurs.
*/
constructor( onLoad, onProgress, onError ) {
const scope = this;
let isLoading = false;
let itemsLoaded = 0;
let itemsTotal = 0;
let urlModifier = undefined;
const handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
/**
* Executes when an item starts loading.
*
* @type {Function|undefined}
* @default undefined
*/
this.onStart = undefined;
/**
* Executes when all items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onLoad = onLoad;
/**
* Executes when single items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onProgress = onProgress;
/**
* Executes when an error occurs.
*
* @type {Function|undefined}
* @default undefined
*/
this.onError = onError;
/**
* Used for aborting ongoing requests in loaders using this manager.
*
* @private
* @type {AbortController | null}
*/
this._abortController = null;
/**
* This should be called by any loader using the manager when the loader
* starts loading an item.
*
* @param {string} url - The URL to load.
*/
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
/**
* This should be called by any loader using the manager when the loader
* ended loading an item.
*
* @param {string} url - The URL of the loaded item.
*/
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
/**
* This should be called by any loader using the manager when the loader
* encounters an error when loading an item.
*
* @param {string} url - The URL of the item that produces an error.
*/
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
/**
* Given a URL, uses the URL modifier callback (if any) and returns a
* resolved URL. If no URL modifier is set, returns the original URL.
*
* @param {string} url - The URL to load.
* @return {string} The resolved URL.
*/
this.resolveURL = function ( url ) {
// Normalize to NFC so that Unicode URIs (e.g. from glTF)
// are percent-encoded correctly per RFC 3987.
url = url.normalize( 'NFC' );
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
/**
* If provided, the callback will be passed each resource URL before a
* request is sent. The callback may return the original URL, or a new URL to
* override loading behavior. This behavior can be used to load assets from
* .ZIP files, drag-and-drop APIs, and Data URIs.
*
* ```js
* const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
*
* const manager = new THREE.LoadingManager();
*
* // Initialize loading manager with URL callback.
* const objectURLs = [];
* manager.setURLModifier( ( url ) => {
*
* url = URL.createObjectURL( blobs[ url ] );
* objectURLs.push( url );
* return url;
*
* } );
*
* // Load as usual, then revoke the blob URLs.
* const loader = new GLTFLoader( manager );
* loader.load( 'fish.gltf', (gltf) => {
*
* scene.add( gltf.scene );
* objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
*
* } );
* ```
*
* @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
* @return {LoadingManager} A reference to this loading manager.
*/
this.setURLModifier = function ( transform ) {
urlModifier = transform;
return this;
};
/**
* Registers a loader with the given regular expression. Can be used to
* define what loader should be used in order to load specific files. A
* typical use case is to overwrite the default loader for textures.
*
* ```js
* // add handler for TGA textures
* manager.addHandler( /\.tga$/i, new TGALoader() );
* ```
*
* @param {string} regex - A regular expression.
* @param {Loader} loader - A loader that should handle matched cases.
* @return {LoadingManager} A reference to this loading manager.
*/
this.addHandler = function ( regex, loader ) {
handlers.push( regex, loader );
return this;
};
/**
* Removes the loader for the given regular expression.
*
* @param {string} regex - A regular expression.
* @return {LoadingManager} A reference to this loading manager.
*/
this.removeHandler = function ( regex ) {
const index = handlers.indexOf( regex );
if ( index !== -1 ) {
handlers.splice( index, 2 );
}
return this;
};
/**
* Can be used to retrieve the registered loader for the given file path.
*
* @param {string} file - The file path.
* @return {?Loader} The registered loader. Returns `null` if no loader was found.
*/
this.getHandler = function ( file ) {
for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
const regex = handlers[ i ];
const loader = handlers[ i + 1 ];
if ( regex.global ) regex.lastIndex = 0; // see #17920
if ( regex.test( file ) ) {
return loader;
}
}
return null;
};
/**
* Can be used to abort ongoing loading requests in loaders using this manager.
* The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
* is supported in the browser.
*
* @return {LoadingManager} A reference to this loading manager.
*/
this.abort = function () {
this.abortController.abort();
this._abortController = null;
return this;
};
}
// TODO: Revert this back to a single member variable once this issue has been fixed
// https://github.com/cloudflare/workerd/issues/3657
/**
* Used for aborting ongoing requests in loaders using this manager.
*
* @type {AbortController}
*/
get abortController() {
if ( ! this._abortController ) {
this._abortController = new AbortController();
}
return this._abortController;
}
}
/**
* The global default loading manager.
*
* @constant
* @type {LoadingManager}
*/
const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
/**
* Abstract base class for loaders.
*
* @abstract
*/
class Loader {
/**
* Constructs a new loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
/**
* The loading manager.
*
* @type {LoadingManager}
* @default DefaultLoadingManager
*/
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
/**
* The crossOrigin string to implement CORS for loading the url from a
* different domain that allows CORS.
*
* @type {string}
* @default 'anonymous'
*/
this.crossOrigin = 'anonymous';
/**
* Whether the XMLHttpRequest uses credentials.
*
* @type {boolean}
* @default false
*/
this.withCredentials = false;
/**
* The base path from which the asset will be loaded.
*
* @type {string}
*/
this.path = '';
/**
* The base path from which additional resources like textures will be loaded.
*
* @type {string}
*/
this.resourcePath = '';
/**
* The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
* used in HTTP request.
*
* @type {Object<string, any>}
*/
this.requestHeader = {};
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
/**
* This method needs to be implemented by all concrete loaders. It holds the
* logic for loading assets from the backend.
*
* @abstract
* @param {string} url - The path/URL of the file to be loaded.
* @param {Function} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
* @param {onErrorCallback} [onError] - Executed when errors occur.
*/
load( /* url, onLoad, onProgress, onError */ ) {}
/**
* A async version of {@link Loader#load}.
*
* @param {string} url - The path/URL of the file to be loaded.
* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
* @return {Promise} A Promise that resolves when the asset has been loaded.
*/
loadAsync( url, onProgress ) {
const scope = this;
return new Promise( function ( resolve, reject ) {
scope.load( url, resolve, onProgress, reject );
} );
}
/**
* This method needs to be implemented by all concrete loaders. It holds the
* logic for parsing the asset into three.js entities.
*
* @abstract
* @param {any} data - The data to parse.
*/
parse( /* data */ ) {}
/**
* Sets the `crossOrigin` String to implement CORS for loading the URL
* from a different domain that allows CORS.
*
* @param {string} crossOrigin - The `crossOrigin` value.
* @return {Loader} A reference to this instance.
*/
setCrossOrigin( crossOrigin ) {
this.crossOrigin = crossOrigin;
return this;
}
/**
* Whether the XMLHttpRequest uses credentials such as cookies, authorization
* headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
*
* Note: This setting has no effect if you are loading files locally or from the same domain.
*
* @param {boolean} value - The `withCredentials` value.
* @return {Loader} A reference to this instance.
*/
setWithCredentials( value ) {
this.withCredentials = value;
return this;
}
/**
* Sets the base path for the asset.
*
* @param {string} path - The base path.
* @return {Loader} A reference to this instance.
*/
setPath( path ) {
this.path = path;
return this;
}
/**
* Sets the base path for dependent resources like textures.
*
* @param {string} resourcePath - The resource path.
* @return {Loader} A reference to this instance.
*/
setResourcePath( resourcePath ) {
this.resourcePath = resourcePath;
return this;
}
/**
* Sets the given request header.
*
* @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
* for configuring the HTTP request.
* @return {Loader} A reference to this instance.
*/
setRequestHeader( requestHeader ) {
this.requestHeader = requestHeader;
return this;
}
/**
* This method can be implemented in loaders for aborting ongoing requests.
*
* @abstract
* @return {Loader} A reference to this instance.
*/
abort() {
return this;
}
}
/**
* Callback for onProgress in loaders.
*
* @callback onProgressCallback
* @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
*/
/**
* Callback for onError in loaders.
*
* @callback onErrorCallback
* @param {Error} error - The error which occurred during the loading process.
*/
/**
* The default material name that is used by loaders
* when creating materials for loaded 3D objects.
*
* Note: Not all loaders might honor this setting.
*
* @static
* @type {string}
* @default '__DEFAULT'
*/
Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
const loading = {};
class HttpError extends Error {
constructor( message, response ) {
super( message );
this.response = response;
}
}
/**
* A low level class for loading resources with the Fetch API, used internally by
* most loaders. It can also be used directly to load any file type that does
* not have a loader.
*
* This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
* once to your application.
*
* ```js
* const loader = new THREE.FileLoader();
* const data = await loader.loadAsync( 'example.txt' );
* ```
*
* @augments Loader
*/
class FileLoader extends Loader {
/**
* Constructs a new file loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
/**
* The expected mime type. Valid values can be found
* [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
*
* @type {string}
*/
this.mimeType = '';
/**
* The expected response type.
*
* @type {('arraybuffer'|'blob'|'document'|'json'|'')}
* @default ''
*/
this.responseType = '';
/**
* Used for aborting requests.
*
* @private
* @type {AbortController}
*/
this._abortController = new AbortController();
}
/**
* Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(any)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
* @param {onErrorCallback} [onError] - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = '';
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const cached = Cache.get( `file:${url}` );
if ( cached !== undefined ) {
this.manager.itemStart( url );
setTimeout( () => {
if ( onLoad ) onLoad( cached );
this.manager.itemEnd( url );
}, 0 );
return;
}
// Check if request is duplicate
if ( loading[ url ] !== undefined ) {
loading[ url ].push( {
onLoad: onLoad,
onProgress: onProgress,
onError: onError
} );
return;
}
// Initialise array for duplicate requests
loading[ url ] = [];
loading[ url ].push( {
onLoad: onLoad,
onProgress: onProgress,
onError: onError,
} );
// create request
const req = new Request( url, {
headers: new Headers( this.requestHeader ),
credentials: this.withCredentials ? 'include' : 'same-origin',
signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
} );
// record states ( avoid data race )
const mimeType = this.mimeType;
const responseType = this.responseType;
// start the fetch
fetch( req )
.then( response => {
if ( response.status === 200 || response.status === 0 ) {
// Some browsers return HTTP Status 0 when using non-http protocol
// e.g. 'file://' or 'data://'. Handle as success.
if ( response.status === 0 ) {
warn( 'FileLoader: HTTP Status 0 received.' );
}
// Workaround: Checking if response.body === undefined for Alipay browser #23548
if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
return response;
}
const callbacks = loading[ url ];
const reader = response.body.getReader();
// Nginx needs X-File-Size check
// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
const total = contentLength ? parseInt( contentLength ) : 0;
const lengthComputable = total !== 0;
let loaded = 0;
// periodically read data into the new stream tracking while download progress
const stream = new ReadableStream( {
start( controller ) {
readData();
function readData() {
reader.read().then( ( { done, value } ) => {
if ( done ) {
controller.close();
} else {
loaded += value.byteLength;
const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onProgress ) callback.onProgress( event );
}
controller.enqueue( value );
readData();
}
}, ( e ) => {
controller.error( e );
} );
}
}
} );
return new Response( stream );
} else {
throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
}
} )
.then( response => {
switch ( responseType ) {
case 'arraybuffer':
return response.arrayBuffer();
case 'blob':
return response.blob();
case 'document':
return response.text()
.then( text => {
const parser = new DOMParser();
return parser.parseFromString( text, mimeType );
} );
case 'json':
return response.json();
default:
if ( mimeType === '' ) {
return response.text();
} else {
// sniff encoding
const re = /charset="?([^;"\s]*)"?/i;
const exec = re.exec( mimeType );
const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
const decoder = new TextDecoder( label );
return response.arrayBuffer().then( ab => decoder.decode( ab ) );
}
}
} )
.then( data => {
// Add to cache only on HTTP success, so that we do not cache
// error response bodies as proper responses to requests.
Cache.add( `file:${url}`, data );
const callbacks = loading[ url ];
delete loading[ url ];
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onLoad ) callback.onLoad( data );
}
} )
.catch( err => {
// Abort errors and other errors are handled the same
const callbacks = loading[ url ];
if ( callbacks === undefined ) {
// When onLoad was called and url was deleted in `loading`
this.manager.itemError( url );
throw err;
}
delete loading[ url ];
for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onError ) callback.onError( err );
}
this.manager.itemError( url );
} )
.finally( () => {
this.manager.itemEnd( url );
} );
this.manager.itemStart( url );
}
/**
* Sets the expected response type.
*
* @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
* @return {FileLoader} A reference to this file loader.
*/
setResponseType( value ) {
this.responseType = value;
return this;
}
/**
* Sets the expected mime type of the loaded file.
*
* @param {string} value - The mime type.
* @return {FileLoader} A reference to this file loader.
*/
setMimeType( value ) {
this.mimeType = value;
return this;
}
/**
* Aborts ongoing fetch requests.
*
* @return {FileLoader} A reference to this instance.
*/
abort() {
this._abortController.abort();
this._abortController = new AbortController();
return this;
}
}
/**
* Class for loading animation clips in the JSON format. The files are internally
* loaded via {@link FileLoader}.
*
* ```js
* const loader = new THREE.AnimationLoader();
* const animations = await loader.loadAsync( 'animations/animation.js' );
* ```
*
* @augments Loader
*/
class AnimationLoader extends Loader {
/**
* Constructs a new animation loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the loaded animations as an array
* holding instances of {@link AnimationClip} to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
/**
* Parses the given JSON object and returns an array of animation clips.
*
* @param {Object} json - The serialized animation clips.
* @return {Array<AnimationClip>} The parsed animation clips.
*/
parse( json ) {
const animations = [];
for ( let i = 0; i < json.length; i ++ ) {
const clip = AnimationClip.parse( json[ i ] );
animations.push( clip );
}
return animations;
}
}
/**
* Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
* Textures are internally loaded via {@link FileLoader}.
*
* Derived classes have to implement the `parse()` method which holds the parsing
* for the respective format.
*
* @abstract
* @augments Loader
*/
class CompressedTextureLoader extends Loader {
/**
* Constructs a new compressed texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded compressed texture
* to the `onLoad()` callback. The method also returns a new texture object which can
* directly be used for material creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {CompressedTexture} The compressed texture.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const images = [];
const texture = new CompressedTexture();
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( scope.withCredentials );
let loaded = 0;
function loadTexture( i ) {
loader.load( url[ i ], function ( buffer ) {
const texDatas = scope.parse( buffer, true );
images[ i ] = {
width: texDatas.width,
height: texDatas.height,
format: texDatas.format,
mipmaps: texDatas.mipmaps
};
loaded += 1;
if ( loaded === 6 ) {
if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
texture.image = images;
texture.format = texDatas.format;
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, onProgress, onError );
}
if ( Array.isArray( url ) ) {
for ( let i = 0, il = url.length; i < il; ++ i ) {
loadTexture( i );
}
} else {
// compressed cubemap texture stored in a single DDS file
loader.load( url, function ( buffer ) {
const texDatas = scope.parse( buffer, true );
if ( texDatas.isCubemap ) {
const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
for ( let f = 0; f < faces; f ++ ) {
images[ f ] = { mipmaps: [] };
for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
images[ f ].format = texDatas.format;
images[ f ].width = texDatas.width;
images[ f ].height = texDatas.height;
}
}
texture.image = images;
} else {
texture.image.width = texDatas.width;
texture.image.height = texDatas.height;
texture.mipmaps = texDatas.mipmaps;
}
if ( texDatas.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
texture.format = texDatas.format;
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}, onProgress, onError );
}
return texture;
}
}
const _loading = new WeakMap();
/**
* A loader for loading images. The class loads images with the HTML `Image` API.
*
* ```js
* const loader = new THREE.ImageLoader();
* const image = await loader.loadAsync( 'image.png' );
* ```
* Please note that `ImageLoader` has dropped support for progress
* events in `r84`. For an `ImageLoader` that supports progress events, see
* [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
*
* @augments Loader
*/
class ImageLoader extends Loader {
/**
* Constructs a new image loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded image
* to the `onLoad()` callback. The method also returns a new `Image` object which can
* directly be used for texture creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Image)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {Image} The image.
*/
load( url, onLoad, onProgress, onError ) {
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( `image:${url}` );
if ( cached !== undefined ) {
if ( cached.complete === true ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
} else {
let arr = _loading.get( cached );
if ( arr === undefined ) {
arr = [];
_loading.set( cached, arr );
}
arr.push( { onLoad, onError } );
}
return cached;
}
const image = createElementNS( 'img' );
function onImageLoad() {
removeEventListeners();
if ( onLoad ) onLoad( this );
//
const callbacks = _loading.get( this ) || [];
for ( let i = 0; i < callbacks.length; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onLoad ) callback.onLoad( this );
}
_loading.delete( this );
scope.manager.itemEnd( url );
}
function onImageError( event ) {
removeEventListeners();
if ( onError ) onError( event );
Cache.remove( `image:${url}` );
//
const callbacks = _loading.get( this ) || [];
for ( let i = 0; i < callbacks.length; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onError ) callback.onError( event );
}
_loading.delete( this );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
}
function removeEventListeners() {
image.removeEventListener( 'load', onImageLoad, false );
image.removeEventListener( 'error', onImageError, false );
}
image.addEventListener( 'load', onImageLoad, false );
image.addEventListener( 'error', onImageError, false );
if ( url.slice( 0, 5 ) !== 'data:' ) {
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
}
Cache.add( `image:${url}`, image );
scope.manager.itemStart( url );
image.src = url;
return image;
}
}
/**
* Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
*
* The loader returns an instance of {@link CubeTexture} and expects the cube map to
* be defined as six separate images representing the sides of a cube. Other cube map definitions
* like vertical and horizontal cross, column and row layouts are not supported.
*
* Note that, by convention, cube maps are specified in a coordinate system
* in which positive-x is to the right when looking up the positive-z axis --
* in other words, using a left-handed coordinate system. Since three.js uses
* a right-handed coordinate system, environment maps used in three.js will
* have pos-x and neg-x swapped.
*
* The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
* is set to `SRGBColorSpace` by default.
*
* ```js
* const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
* const cubeTexture = await loader.loadAsync( [
* 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
* ] );
* scene.background = cubeTexture;
* ```
*
* @augments Loader
*/
class CubeTextureLoader extends Loader {
/**
* Constructs a new cube texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the fully loaded cube texture
* to the `onLoad()` callback. The method also returns a new cube texture object which can
* directly be used for material creation. If you do it this way, the cube texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
* cube texture. The urls should be specified in the following order: pos-x,
* neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
* @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {CubeTexture} The cube texture.
*/
load( urls, onLoad, onProgress, onError ) {
const texture = new CubeTexture();
texture.colorSpace = SRGBColorSpace;
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
let loaded = 0;
function loadTexture( i ) {
loader.load( urls[ i ], function ( image ) {
texture.images[ i ] = image;
loaded ++;
if ( loaded === 6 ) {
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, undefined, onError );
}
for ( let i = 0; i < urls.length; ++ i ) {
loadTexture( i );
}
return texture;
}
}
/**
* Abstract base class for loading binary texture formats RGBE, EXR or TGA.
* Textures are internally loaded via {@link FileLoader}.
*
* Derived classes have to implement the `parse()` method which holds the parsing
* for the respective format.
*
* @abstract
* @augments Loader
*/
class DataTextureLoader extends Loader {
/**
* Constructs a new data texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded data texture
* to the `onLoad()` callback. The method also returns a new texture object which can
* directly be used for material creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {DataTexture} The data texture.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const texture = new DataTexture();
const loader = new FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.setRequestHeader( this.requestHeader );
loader.setPath( this.path );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( buffer ) {
let texData;
try {
texData = scope.parse( buffer );
} catch ( e ) {
if ( onError !== undefined ) {
onError( e );
} else {
error( e );
}
return;
}
scope._applyTexData( texture, texData );
if ( onLoad ) onLoad( texture, texData );
}, onProgress, onError );
return texture;
}
/**
* Parses the given buffer and returns a configured data texture. Use this method
* for parsing texture data that is already in memory (e.g. drag and drop or data
* loaded from a server) without going through {@link DataTextureLoader#load}.
*
* @param {ArrayBuffer} buffer - The raw texture data.
* @return {DataTexture} The data texture.
*/
createDataTexture( buffer ) {
const texture = new DataTexture();
this._applyTexData( texture, this.parse( buffer ) );
return texture;
}
/**
* Applies the given parsed texture data to the given data texture.
*
* @private
* @param {DataTexture} texture - The data texture.
* @param {DataTextureLoader~TexData} texData - The parsed texture data.
*/
_applyTexData( texture, texData ) {
if ( texData.image !== undefined ) {
texture.image = texData.image;
} else if ( texData.data !== undefined ) {
texture.image.width = texData.width;
texture.image.height = texData.height;
texture.image.data = texData.data;
}
texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
if ( texData.colorSpace !== undefined ) {
texture.colorSpace = texData.colorSpace;
}
if ( texData.flipY !== undefined ) {
texture.flipY = texData.flipY;
}
if ( texData.format !== undefined ) {
texture.format = texData.format;
}
if ( texData.type !== undefined ) {
texture.type = texData.type;
}
if ( texData.mipmaps !== undefined ) {
texture.mipmaps = texData.mipmaps;
texture.minFilter = LinearMipmapLinearFilter; // presumably...
}
if ( texData.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
if ( texData.generateMipmaps !== undefined ) {
texture.generateMipmaps = texData.generateMipmaps;
}
texture.needsUpdate = true;
}
}
/**
* Class for loading textures. Images are internally
* loaded via {@link ImageLoader}.
*
* ```js
* const loader = new THREE.TextureLoader();
* const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
*
* const material = new THREE.MeshBasicMaterial( { map:texture } );
* ```
* Please note that `TextureLoader` has dropped support for progress
* events in `r84`. For a `TextureLoader` that supports progress events, see
* [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
*
* @augments Loader
*/
class TextureLoader extends Loader {
/**
* Constructs a new texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the fully loaded texture
* to the `onLoad()` callback. The method also returns a new texture object which can
* directly be used for material creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Texture)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {Texture} The texture.
*/
load( url, onLoad, onProgress, onError ) {
const texture = new Texture();
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.load( url, function ( image ) {
texture.image = image;
texture.needsUpdate = true;
if ( onLoad !== undefined ) {
onLoad( texture );
}
}, onProgress, onError );
return texture;
}
}
/**
* Abstract base class for lights - all other light types inherit the
* properties and methods described here.
*
* @abstract
* @augments Object3D
*/
class Light extends Object3D {
/**
* Constructs a new light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity.
*/
constructor( color, intensity = 1 ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLight = true;
this.type = 'Light';
/**
* The light's color.
*
* @type {Color}
*/
this.color = new Color( color );
/**
* The light's intensity.
*
* @type {number}
* @default 1
*/
this.intensity = intensity;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.color.copy( source.color );
this.intensity = source.intensity;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.color = this.color.getHex();
data.object.intensity = this.intensity;
return data;
}
}
/**
* A light source positioned directly above the scene, with color fading from
* the sky color to the ground color.
*
* This light cannot be used to cast shadows.
*
* ```js
* const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
* scene.add( light );
* ```
*
* @augments Light
*/
class HemisphereLight extends Light {
/**
* Constructs a new hemisphere light.
*
* @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
* @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
* @param {number} [intensity=1] - The light's strength/intensity.
*/
constructor( skyColor, groundColor, intensity ) {
super( skyColor, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isHemisphereLight = true;
this.type = 'HemisphereLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
/**
* The light's ground color.
*
* @type {Color}
*/
this.groundColor = new Color( groundColor );
}
copy( source, recursive ) {
super.copy( source, recursive );
this.groundColor.copy( source.groundColor );
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.groundColor = this.groundColor.getHex();
return data;
}
}
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();
/**
* Abstract base class for light shadow classes. These classes
* represent the shadow configuration for different light types.
*
* @abstract
*/
class LightShadow {
/**
* Constructs a new light shadow.
*
* @param {Camera} camera - The light's view of the world.
*/
constructor( camera ) {
/**
* The light's view of the world.
*
* @type {Camera}
*/
this.camera = camera;
/**
* The intensity of the shadow. The default is `1`.
* Valid values are in the range `[0, 1]`.
*
* @type {number}
* @default 1
*/
this.intensity = 1;
/**
* Shadow map bias, how much to add or subtract from the normalized depth
* when deciding whether a surface is in shadow.
*
* The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
* may help reduce artifacts in shadows.
*
* @type {number}
* @default 0
*/
this.bias = 0;
/**
* A node version of `bias`. Only supported with `WebGPURenderer`.
*
* If a bias node is defined, `bias` has no effect.
*
* @type {?Node<float>}
* @default null
*/
this.biasNode = null;
/**
* Defines how much the position used to query the shadow map is offset along
* the object normal. The default is `0`. Increasing this value can be used to
* reduce shadow acne especially in large scenes where light shines onto
* geometry at a shallow angle. The cost is that shadows may appear distorted.
*
* @type {number}
* @default 0
*/
this.normalBias = 0;
/**
* Setting this to values greater than 1 will blur the edges of the shadow.
* High values will cause unwanted banding effects in the shadows - a greater
* map size will allow for a higher value to be used here before these effects
* become visible.
*
* The property has no effect when the shadow map type is `BasicShadowMap`.
*
* @type {number}
* @default 1
*/
this.radius = 1;
/**
* The amount of samples to use when blurring a VSM shadow map.
*
* @type {number}
* @default 8
*/
this.blurSamples = 8;
/**
* Defines the width and height of the shadow map. Higher values give better quality
* shadows at the cost of computation time. Values must be powers of two.
*
* @type {Vector2}
* @default (512,512)
*/
this.mapSize = new Vector2( 512, 512 );
/**
* The type of shadow texture. The default is `UnsignedByteType`.
*
* @type {number}
* @default UnsignedByteType
*/
this.mapType = UnsignedByteType;
/**
* The depth map generated using the internal camera; a location beyond a
* pixel's depth is in shadow. Computed internally during rendering.
*
* @type {?RenderTarget}
* @default null
*/
this.map = null;
/**
* The distribution map generated using the internal camera; an occlusion is
* calculated based on the distribution of depths. Computed internally during
* rendering.
*
* @type {?RenderTarget}
* @default null
*/
this.mapPass = null;
/**
* Model to shadow camera space, to compute location and depth in shadow map.
* This is computed internally during rendering.
*
* @type {Matrix4}
*/
this.matrix = new Matrix4();
/**
* Enables automatic updates of the light's shadow. If you do not require dynamic
* lighting / shadows, you may set this to `false`.
*
* @type {boolean}
* @default true
*/
this.autoUpdate = true;
/**
* When set to `true`, shadow maps will be updated in the next `render` call.
* If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
* set this property to `true` and then make a render call to update the light's shadow.
*
* @type {boolean}
* @default false
*/
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2( 1, 1 );
this._viewportCount = 1;
this._viewports = [
new Vector4( 0, 0, 1, 1 )
];
}
/**
* Used internally by the renderer to get the number of viewports that need
* to be rendered for this shadow.
*
* @return {number} The viewport count.
*/
getViewportCount() {
return this._viewportCount;
}
/**
* Used internally by the renderer to get the camera that renders the given viewport.
*
* @param {number} [viewportIndex=0] - The viewport index.
* @return {Camera} The shadow camera.
*/
getCamera( /* viewportIndex */ ) {
return this.camera;
}
/**
* Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
*
* @return {Frustum} The shadow camera frustum.
*/
getFrustum() {
return this._frustum;
}
/**
* Update the matrices for the camera and shadow, used internally by the renderer.
*
* @param {Light} light - The light for which the shadow is being rendered.
*/
updateMatrices( light ) {
const shadowCamera = this.camera;
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
shadowCamera.position.copy( _lightPositionWorld );
_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
shadowCamera.lookAt( _lookTarget );
shadowCamera.updateMatrixWorld();
this._updateMatrix( shadowCamera, this.matrix, this._frustum );
}
/**
* Updates a shadow projection matrix and its corresponding frustum.
*
* @private
* @param {Camera} shadowCamera - The shadow camera.
* @param {Matrix4} shadowMatrix - The target shadow matrix.
* @param {Frustum} frustum - The target frustum.
* @param {Vector4} [viewport] - The viewport within the shadow atlas.
*/
_updateMatrix( shadowCamera, shadowMatrix, frustum, viewport ) {
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
const frameExtents = this._frameExtents;
const scaleX = viewport ? viewport.z / frameExtents.x : 1;
const scaleY = viewport ? viewport.w / frameExtents.y : 1;
const offsetX = viewport ? viewport.x / frameExtents.x : 0;
const offsetY = viewport ? viewport.y / frameExtents.y : 0;
if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
shadowMatrix.set(
0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX,
0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY,
0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
0.0, 0.0, 0.0, 1.0
);
} else {
shadowMatrix.set(
0.5 * scaleX, 0.0, 0.0, 0.5 * scaleX + offsetX,
0.0, 0.5 * scaleY, 0.0, 0.5 * scaleY + offsetY,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
}
shadowMatrix.multiply( _projScreenMatrix );
}
/**
* Returns a viewport definition for the given viewport index.
*
* @param {number} viewportIndex - The viewport index.
* @return {Vector4} The viewport.
*/
getViewport( viewportIndex ) {
return this._viewports[ viewportIndex ];
}
/**
* Returns the frame extends.
*
* @return {Vector2} The frame extends.
*/
getFrameExtents() {
return this._frameExtents;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
if ( this.map ) {
this.map.dispose();
}
if ( this.mapPass ) {
this.mapPass.dispose();
}
}
/**
* Copies the values of the given light shadow instance to this instance.
*
* @param {LightShadow} source - The light shadow to copy.
* @return {LightShadow} A reference to this light shadow instance.
*/
copy( source ) {
this.camera = source.camera.clone();
this.intensity = source.intensity;
this.bias = source.bias;
this.radius = source.radius;
this.autoUpdate = source.autoUpdate;
this.needsUpdate = source.needsUpdate;
this.normalBias = source.normalBias;
this.blurSamples = source.blurSamples;
this.mapSize.copy( source.mapSize );
this.biasNode = source.biasNode;
return this;
}
/**
* Returns a new light shadow instance with copied values from this instance.
*
* @return {LightShadow} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Serializes the light shadow into JSON.
*
* @return {Object} A JSON object representing the serialized light shadow.
* @see {@link ObjectLoader#parse}
*/
toJSON() {
const object = {};
object.intensity = this.intensity;
object.bias = this.bias;
object.normalBias = this.normalBias;
object.radius = this.radius;
object.blurSamples = this.blurSamples;
object.mapSize = this.mapSize.toArray();
object.camera = this.camera.toJSON( false ).object;
delete object.camera.matrix;
return object;
}
}
const _position$2 = /*@__PURE__*/ new Vector3();
const _quaternion$2 = /*@__PURE__*/ new Quaternion();
const _scale$2 = /*@__PURE__*/ new Vector3();
/**
* Abstract base class for cameras. This class should always be inherited
* when you build a new camera.
*
* @abstract
* @augments Object3D
*/
class Camera extends Object3D {
/**
* Constructs a new camera.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isCamera = true;
this.type = 'Camera';
/**
* The inverse of the camera's world matrix.
*
* @type {Matrix4}
*/
this.matrixWorldInverse = new Matrix4();
/**
* The camera's projection matrix.
*
* @type {Matrix4}
*/
this.projectionMatrix = new Matrix4();
/**
* The inverse of the camera's projection matrix.
*
* @type {Matrix4}
*/
this.projectionMatrixInverse = new Matrix4();
/**
* The coordinate system in which the camera is used.
*
* @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
*/
this.coordinateSystem = WebGLCoordinateSystem;
this._reversedDepth = false;
}
/**
* The flag that indicates whether the camera uses a reversed depth buffer.
*
* @type {boolean}
* @default false
*/
get reversedDepth() {
return this._reversedDepth;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
this.coordinateSystem = source.coordinateSystem;
return this;
}
/**
* Returns a vector representing the ("look") direction of the 3D object in world space.
*
* This method is overwritten since cameras have a different forward vector compared to other
* 3D objects. A camera looks down its local, negative z-axis by default.
*
* @param {Vector3} target - The target vector the result is stored to.
* @return {Vector3} The 3D object's direction in world space.
*/
getWorldDirection( target ) {
return super.getWorldDirection( target ).negate();
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
// exclude scale from view matrix to be glTF conform
this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
} else {
this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
}
}
updateWorldMatrix( updateParents, updateChildren, force = false ) {
super.updateWorldMatrix( updateParents, updateChildren, force );
// exclude scale from view matrix to be glTF conform
this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
} else {
this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
}
}
clone() {
return new this.constructor().copy( this );
}
}
const _v3$1 = /*@__PURE__*/ new Vector3();
const _minTarget = /*@__PURE__*/ new Vector2();
const _maxTarget = /*@__PURE__*/ new Vector2();
/**
* Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
*
* This projection mode is designed to mimic the way the human eye sees. It
* is the most common projection mode used for rendering a 3D scene.
*
* ```js
* const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
* scene.add( camera );
* ```
*
* @augments Camera
*/
class PerspectiveCamera extends Camera {
/**
* Constructs a new perspective camera.
*
* @param {number} [fov=50] - The vertical field of view.
* @param {number} [aspect=1] - The aspect ratio.
* @param {number} [near=0.1] - The camera's near plane.
* @param {number} [far=2000] - The camera's far plane.
*/
constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPerspectiveCamera = true;
this.type = 'PerspectiveCamera';
/**
* The vertical field of view, from bottom to top of view,
* in degrees.
*
* @type {number}
* @default 50
*/
this.fov = fov;
/**
* The zoom factor of the camera.
*
* @type {number}
* @default 1
*/
this.zoom = 1;
/**
* The camera's near plane. The valid range is greater than `0`
* and less than the current value of {@link PerspectiveCamera#far}.
*
* Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
* valid value for a perspective camera's near plane.
*
* @type {number}
* @default 0.1
*/
this.near = near;
/**
* The camera's far plane. Must be greater than the
* current value of {@link PerspectiveCamera#near}.
*
* @type {number}
* @default 2000
*/
this.far = far;
/**
* Object distance used for stereoscopy and depth-of-field effects. This
* parameter does not influence the projection matrix unless a
* {@link StereoCamera} is being used.
*
* @type {number}
* @default 10
*/
this.focus = 10;
/**
* The aspect ratio, usually the canvas width / canvas height.
*
* @type {number}
* @default 1
*/
this.aspect = aspect;
/**
* Represents the frustum window specification. This property should not be edited
* directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
*
* @type {?Object}
* @default null
*/
this.view = null;
/**
* Film size used for the larger axis. Default is `35` (millimeters). This
* parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
* is set to a nonzero value.
*
* @type {number}
* @default 35
*/
this.filmGauge = 35;
/**
* Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
*
* @type {number}
* @default 0
*/
this.filmOffset = 0;
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
this.near = source.near;
this.far = source.far;
this.focus = source.focus;
this.aspect = source.aspect;
this.view = source.view === null ? null : Object.assign( {}, source.view );
this.filmGauge = source.filmGauge;
this.filmOffset = source.filmOffset;
return this;
}
/**
* Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
*
* The default film gauge is 35, so that the focal length can be specified for
* a 35mm (full frame) camera.
*
* @param {number} focalLength - Values for focal length and film gauge must have the same unit.
*/
setFocalLength( focalLength ) {
/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
this.updateProjectionMatrix();
}
/**
* Returns the focal length from the current {@link PerspectiveCamera#fov} and
* {@link PerspectiveCamera#filmGauge}.
*
* @return {number} The computed focal length.
*/
getFocalLength() {
const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
return 0.5 * this.getFilmHeight() / vExtentSlope;
}
/**
* Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
*
* @return {number} The effective FOV.
*/
getEffectiveFOV() {
return RAD2DEG * 2 * Math.atan(
Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
}
/**
* Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
* equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
*
* @return {number} The film width.
*/
getFilmWidth() {
// film not completely covered in portrait format (aspect < 1)
return this.filmGauge * Math.min( this.aspect, 1 );
}
/**
* Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
* equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
*
* @return {number} The film width.
*/
getFilmHeight() {
// film not completely covered in landscape format (aspect > 1)
return this.filmGauge / Math.max( this.aspect, 1 );
}
/**
* Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
* Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
*
* @param {number} distance - The viewing distance.
* @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
* @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
*/
getViewBounds( distance, minTarget, maxTarget ) {
_v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
}
/**
* Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
*
* @param {number} distance - The viewing distance.
* @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
* @returns {Vector2} The view size.
*/
getViewSize( distance, target ) {
this.getViewBounds( distance, _minTarget, _maxTarget );
return target.subVectors( _maxTarget, _minTarget );
}
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
*
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
* the monitors are in grid like this
*```
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*```
* then for each monitor you would call it like this:
*```js
* const w = 1920;
* const h = 1080;
* const fullWidth = w * 3;
* const fullHeight = h * 2;
*
* // --A--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* // --B--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* // --C--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* // --D--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* // --E--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* // --F--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
* ```
*
* Note there is no reason monitors have to be the same size or in a grid.
*
* @param {number} fullWidth - The full width of multiview setup.
* @param {number} fullHeight - The full height of multiview setup.
* @param {number} x - The horizontal offset of the subcamera.
* @param {number} y - The vertical offset of the subcamera.
* @param {number} width - The width of subcamera.
* @param {number} height - The height of subcamera.
*/
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
this.aspect = fullWidth / fullHeight;
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
/**
* Removes the view offset from the projection matrix.
*/
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
/**
* Updates the camera's projection matrix. Must be called after any change of
* camera properties.
*/
updateProjectionMatrix() {
const near = this.near;
let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
let height = 2 * top;
let width = this.aspect * height;
let left = -0.5 * width;
const view = this.view;
if ( this.view !== null && this.view.enabled ) {
const fullWidth = view.fullWidth,
fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth;
top -= view.offsetY * height / fullHeight;
width *= view.width / fullWidth;
height *= view.height / fullHeight;
}
const skew = this.filmOffset;
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.fov = this.fov;
data.object.zoom = this.zoom;
data.object.near = this.near;
data.object.far = this.far;
data.object.focus = this.focus;
data.object.aspect = this.aspect;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
data.object.filmGauge = this.filmGauge;
data.object.filmOffset = this.filmOffset;
return data;
}
}
/**
* Represents the shadow configuration of directional lights.
*
* @augments LightShadow
*/
class SpotLightShadow extends LightShadow {
/**
* Constructs a new spot light shadow.
*/
constructor() {
super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSpotLightShadow = true;
/**
* Used to focus the shadow camera. The camera's field of view is set as a
* percentage of the spotlight's field-of-view. Range is `[0, 1]`.
*
* @type {number}
* @default 1
*/
this.focus = 1;
/**
* Texture aspect ratio.
*
* @type {number}
* @default 1
*/
this.aspect = 1;
}
updateMatrices( light ) {
const camera = this.camera;
const fov = RAD2DEG * 2 * light.angle * this.focus;
const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
const far = light.distance || camera.far;
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
camera.fov = fov;
camera.aspect = aspect;
camera.far = far;
camera.updateProjectionMatrix();
}
super.updateMatrices( light );
}
copy( source ) {
super.copy( source );
this.focus = source.focus;
this.aspect = source.aspect;
return this;
}
/**
* Serializes the light shadow into JSON.
*
* @return {Object} A JSON object representing the serialized light shadow.
* @see {@link ObjectLoader#parse}
*/
toJSON() {
const object = super.toJSON();
object.focus = this.focus;
object.aspect = this.aspect;
return object;
}
}
/**
* This light gets emitted from a single point in one direction, along a cone
* that increases in size the further from the light it gets.
*
* This light can cast shadows - see the {@link SpotLightShadow} for details.
*
* ```js
* // white spotlight shining from the side, modulated by a texture
* const spotLight = new THREE.SpotLight( 0xffffff );
* spotLight.position.set( 100, 1000, 100 );
* spotLight.map = new THREE.TextureLoader().load( url );
*
* spotLight.castShadow = true;
* spotLight.shadow.mapSize.width = 1024;
* spotLight.shadow.mapSize.height = 1024;
* spotLight.shadow.camera.near = 500;
* spotLight.shadow.camera.far = 4000;
* spotLight.shadow.camera.fov = 30;s
* ```
*
* @augments Light
*/
class SpotLight extends Light {
/**
* Constructs a new spot light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
* @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
* @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
* @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
* @param {number} [decay=2] - The amount the light dims along the distance of the light.
*/
constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSpotLight = true;
this.type = 'SpotLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
/**
* The spot light points from its position to the
* target's position.
*
* For the target's position to be changed to anything other
* than the default, it must be added to the scene.
*
* It is also possible to set the target to be another 3D object
* in the scene. The light will now track the target object.
*
* @type {Object3D}
*/
this.target = new Object3D();
/**
* Maximum range of the light. `0` means no limit.
*
* @type {number}
* @default 0
*/
this.distance = distance;
/**
* Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
*
* @type {number}
* @default Math.PI/3
*/
this.angle = angle;
/**
* Percent of the spotlight cone that is attenuated due to penumbra.
* Value range is `[0,1]`.
*
* @type {number}
* @default 0
*/
this.penumbra = penumbra;
/**
* The amount the light dims along the distance of the light. In context of
* physically-correct rendering the default value should not be changed.
*
* @type {number}
* @default 2
*/
this.decay = decay;
/**
* A texture used to modulate the color of the light. The spot light
* color is mixed with the RGB value of this texture, with a ratio
* corresponding to its alpha value. The cookie-like masking effect is
* reproduced using pixel values (0, 0, 0, 1-cookie_value).
*
* *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
*
* @type {?Texture}
* @default null
*/
this.map = null;
/**
* This property holds the light's shadow configuration.
*
* @type {SpotLightShadow}
*/
this.shadow = new SpotLightShadow();
}
/**
* The light's power. Power is the luminous power of the light measured in lumens (lm).
* Changing the power will also change the light's intensity.
*
* @type {number}
*/
get power() {
// compute the light's luminous power (in lumens) from its intensity (in candela)
// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
return this.intensity * Math.PI;
}
set power( power ) {
// set the light's intensity (in candela) from the desired luminous power (in lumens)
this.intensity = power / Math.PI;
}
dispose() {
super.dispose();
this.shadow.dispose();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.distance = source.distance;
this.angle = source.angle;
this.penumbra = source.penumbra;
this.decay = source.decay;
this.target = source.target.clone();
this.map = source.map;
this.shadow = source.shadow.clone();
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.distance = this.distance;
data.object.angle = this.angle;
data.object.decay = this.decay;
data.object.penumbra = this.penumbra;
data.object.target = this.target.uuid;
if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
data.object.shadow = this.shadow.toJSON();
return data;
}
}
/**
* Represents the shadow configuration of point lights.
*
* @augments LightShadow
*/
class PointLightShadow extends LightShadow {
/**
* Constructs a new point light shadow.
*/
constructor() {
super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPointLightShadow = true;
}
}
/**
* A light that gets emitted from a single point in all directions. A common
* use case for this is to replicate the light emitted from a bare
* lightbulb.
*
* This light can cast shadows - see the {@link PointLightShadow} for details.
*
* ```js
* const light = new THREE.PointLight( 0xff0000, 1, 100 );
* light.position.set( 50, 50, 50 );
* scene.add( light );
* ```
*
* @augments Light
*/
class PointLight extends Light {
/**
* Constructs a new point light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
* @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
* @param {number} [decay=2] - The amount the light dims along the distance of the light.
*/
constructor( color, intensity, distance = 0, decay = 2 ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPointLight = true;
this.type = 'PointLight';
/**
* When distance is zero, light will attenuate according to inverse-square
* law to infinite distance. When distance is non-zero, light will attenuate
* according to inverse-square law until near the distance cutoff, where it
* will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
* physically correct.
*
* @type {number}
* @default 0
*/
this.distance = distance;
/**
* The amount the light dims along the distance of the light. In context of
* physically-correct rendering the default value should not be changed.
*
* @type {number}
* @default 2
*/
this.decay = decay;
/**
* This property holds the light's shadow configuration.
*
* @type {PointLightShadow}
*/
this.shadow = new PointLightShadow();
}
/**
* The light's power. Power is the luminous power of the light measured in lumens (lm).
* Changing the power will also change the light's intensity.
*
* @type {number}
*/
get power() {
// compute the light's luminous power (in lumens) from its intensity (in candela)
// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
return this.intensity * 4 * Math.PI;
}
set power( power ) {
// set the light's intensity (in candela) from the desired luminous power (in lumens)
this.intensity = power / ( 4 * Math.PI );
}
dispose() {
super.dispose();
this.shadow.dispose();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.distance = source.distance;
this.decay = source.decay;
this.shadow = source.shadow.clone();
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.distance = this.distance;
data.object.decay = this.decay;
data.object.shadow = this.shadow.toJSON();
return data;
}
}
/**
* Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
*
* In this projection mode, an object's size in the rendered image stays
* constant regardless of its distance from the camera. This can be useful
* for rendering 2D scenes and UI elements, amongst other things.
*
* ```js
* const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
* scene.add( camera );
* ```
*
* @augments Camera
*/
class OrthographicCamera extends Camera {
/**
* Constructs a new orthographic camera.
*
* @param {number} [left=-1] - The left plane of the camera's frustum.
* @param {number} [right=1] - The right plane of the camera's frustum.
* @param {number} [top=1] - The top plane of the camera's frustum.
* @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
* @param {number} [near=0.1] - The camera's near plane.
* @param {number} [far=2000] - The camera's far plane.
*/
constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isOrthographicCamera = true;
this.type = 'OrthographicCamera';
/**
* The zoom factor of the camera.
*
* @type {number}
* @default 1
*/
this.zoom = 1;
/**
* Represents the frustum window specification. This property should not be edited
* directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
*
* @type {?Object}
* @default null
*/
this.view = null;
/**
* The left plane of the camera's frustum.
*
* @type {number}
* @default -1
*/
this.left = left;
/**
* The right plane of the camera's frustum.
*
* @type {number}
* @default 1
*/
this.right = right;
/**
* The top plane of the camera's frustum.
*
* @type {number}
* @default 1
*/
this.top = top;
/**
* The bottom plane of the camera's frustum.
*
* @type {number}
* @default -1
*/
this.bottom = bottom;
/**
* The camera's near plane. The valid range is greater than `0`
* and less than the current value of {@link OrthographicCamera#far}.
*
* Note that, unlike for the {@link PerspectiveCamera}, `0` is a
* valid value for an orthographic camera's near plane.
*
* @type {number}
* @default 0.1
*/
this.near = near;
/**
* The camera's far plane. Must be greater than the
* current value of {@link OrthographicCamera#near}.
*
* @type {number}
* @default 2000
*/
this.far = far;
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.left = source.left;
this.right = source.right;
this.top = source.top;
this.bottom = source.bottom;
this.near = source.near;
this.far = source.far;
this.zoom = source.zoom;
this.view = source.view === null ? null : Object.assign( {}, source.view );
return this;
}
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
*
* @param {number} fullWidth - The full width of multiview setup.
* @param {number} fullHeight - The full height of multiview setup.
* @param {number} x - The horizontal offset of the subcamera.
* @param {number} y - The vertical offset of the subcamera.
* @param {number} width - The width of subcamera.
* @param {number} height - The height of subcamera.
* @see {@link PerspectiveCamera#setViewOffset}
*/
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
/**
* Removes the view offset from the projection matrix.
*/
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
/**
* Updates the camera's projection matrix. Must be called after any change of
* camera properties.
*/
updateProjectionMatrix() {
const dx = ( this.right - this.left ) / ( 2 * this.zoom );
const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
const cx = ( this.right + this.left ) / 2;
const cy = ( this.top + this.bottom ) / 2;
let left = cx - dx;
let right = cx + dx;
let top = cy + dy;
let bottom = cy - dy;
if ( this.view !== null && this.view.enabled ) {
const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
left += scaleW * this.view.offsetX;
right = left + scaleW * this.view.width;
top -= scaleH * this.view.offsetY;
bottom = top - scaleH * this.view.height;
}
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.zoom = this.zoom;
data.object.left = this.left;
data.object.right = this.right;
data.object.top = this.top;
data.object.bottom = this.bottom;
data.object.near = this.near;
data.object.far = this.far;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
return data;
}
}
/**
* Represents the shadow configuration of directional lights.
*
* @augments LightShadow
*/
class DirectionalLightShadow extends LightShadow {
/**
* Constructs a new directional light shadow.
*/
constructor() {
super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDirectionalLightShadow = true;
}
}
/**
* A light that gets emitted in a specific direction. This light will behave
* as though it is infinitely far away and the rays produced from it are all
* parallel. The common use case for this is to simulate daylight; the sun is
* far enough away that its position can be considered to be infinite, and
* all light rays coming from it are parallel.
*
* A common point of confusion for directional lights is that setting the
* rotation has no effect. This is because three.js's DirectionalLight is the
* equivalent to what is often called a 'Target Direct Light' in other
* applications.
*
* This means that its direction is calculated as pointing from the light's
* {@link Object3D#position} to the {@link DirectionalLight#target} position
* (as opposed to a 'Free Direct Light' that just has a rotation
* component).
*
* This light can cast shadows - see the {@link DirectionalLightShadow} for details.
*
* ```js
* // White directional light at half intensity shining from the top.
* const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
* scene.add( directionalLight );
* ```
*
* @augments Light
*/
class DirectionalLight extends Light {
/**
* Constructs a new directional light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity.
*/
constructor( color, intensity ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDirectionalLight = true;
this.type = 'DirectionalLight';
this.position.copy( Object3D.DEFAULT_UP );
this.updateMatrix();
/**
* The directional light points from its position to the
* target's position.
*
* For the target's position to be changed to anything other
* than the default, it must be added to the scene.
*
* It is also possible to set the target to be another 3D object
* in the scene. The light will now track the target object.
*
* @type {Object3D}
*/
this.target = new Object3D();
/**
* This property holds the light's shadow configuration.
*
* @type {DirectionalLightShadow}
*/
this.shadow = new DirectionalLightShadow();
}
dispose() {
super.dispose();
this.shadow.dispose();
}
copy( source ) {
super.copy( source );
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.shadow = this.shadow.toJSON();
data.object.target = this.target.uuid;
return data;
}
}
/**
* This light globally illuminates all objects in the scene equally.
*
* It cannot be used to cast shadows as it does not have a direction.
*
* ```js
* const light = new THREE.AmbientLight( 0x404040 ); // soft white light
* scene.add( light );
* ```
*
* @augments Light
*/
class AmbientLight extends Light {
/**
* Constructs a new ambient light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity.
*/
constructor( color, intensity ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isAmbientLight = true;
this.type = 'AmbientLight';
}
}
/**
* This class emits light uniformly across the face a rectangular plane.
* This light type can be used to simulate light sources such as bright
* windows or strip lighting.
*
* Important Notes:
*
* - There is no shadow support.
* - Only PBR materials are supported.
* - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
* into your app and init the uniforms/textures.
*
* ```js
* RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
* THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
*
* const intensity = 1; const width = 10; const height = 10;
* const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
* rectLight.position.set( 5, 5, 0 );
* rectLight.lookAt( 0, 0, 0 );
* scene.add( rectLight )
* ```
*
* @augments Light
*/
class RectAreaLight extends Light {
/**
* Constructs a new area light.
*
* @param {(number|Color|string)} [color=0xffffff] - The light's color.
* @param {number} [intensity=1] - The light's strength/intensity.
* @param {number} [width=10] - The width of the light.
* @param {number} [height=10] - The height of the light.
*/
constructor( color, intensity, width = 10, height = 10 ) {
super( color, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isRectAreaLight = true;
this.type = 'RectAreaLight';
/**
* The width of the light.
*
* @type {number}
* @default 10
*/
this.width = width;
/**
* The height of the light.
*
* @type {number}
* @default 10
*/
this.height = height;
}
/**
* The light's power. Power is the luminous power of the light measured in lumens (lm).
* Changing the power will also change the light's intensity.
*
* @type {number}
*/
get power() {
// compute the light's luminous power (in lumens) from its intensity (in nits)
return this.intensity * this.width * this.height * Math.PI;
}
set power( power ) {
// set the light's intensity (in nits) from the desired luminous power (in lumens)
this.intensity = power / ( this.width * this.height * Math.PI );
}
copy( source ) {
super.copy( source );
this.width = source.width;
this.height = source.height;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.width = this.width;
data.object.height = this.height;
return data;
}
}
/**
* Represents a third-order spherical harmonics (SH). Light probes use this class
* to encode lighting information.
*
* - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
* - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
*/
class SphericalHarmonics3 {
/**
* Constructs a new spherical harmonics.
*/
constructor() {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSphericalHarmonics3 = true;
/**
* An array holding the (9) SH coefficients.
*
* @type {Array<Vector3>}
*/
this.coefficients = [];
for ( let i = 0; i < 9; i ++ ) {
this.coefficients.push( new Vector3() );
}
}
/**
* Sets the given SH coefficients to this instance by copying
* the values.
*
* @param {Array<Vector3>} coefficients - The SH coefficients.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
set( coefficients ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].copy( coefficients[ i ] );
}
return this;
}
/**
* Sets all SH coefficients to `0`.
*
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
zero() {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].set( 0, 0, 0 );
}
return this;
}
/**
* Returns the radiance in the direction of the given normal.
*
* @param {Vector3} normal - The normal vector (assumed to be unit length)
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The radiance.
*/
getAt( normal, target ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
const coeff = this.coefficients;
// band 0
target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
// band 1
target.addScaledVector( coeff[ 1 ], 0.488603 * y );
target.addScaledVector( coeff[ 2 ], 0.488603 * z );
target.addScaledVector( coeff[ 3 ], 0.488603 * x );
// band 2
target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
return target;
}
/**
* Returns the irradiance (radiance convolved with cosine lobe) in the
* direction of the given normal.
*
* @param {Vector3} normal - The normal vector (assumed to be unit length)
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The irradiance.
*/
getIrradianceAt( normal, target ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
const coeff = this.coefficients;
// band 0
target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
// band 1
target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
// band 2
target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
return target;
}
/**
* Adds the given SH to this instance.
*
* @param {SphericalHarmonics3} sh - The SH to add.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
add( sh ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].add( sh.coefficients[ i ] );
}
return this;
}
/**
* A convenience method for performing {@link SphericalHarmonics3#add} and
* {@link SphericalHarmonics3#scale} at once.
*
* @param {SphericalHarmonics3} sh - The SH to add.
* @param {number} s - The scale factor.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
addScaledSH( sh, s ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
}
return this;
}
/**
* Scales this SH by the given scale factor.
*
* @param {number} s - The scale factor.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
scale( s ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].multiplyScalar( s );
}
return this;
}
/**
* Linear interpolates between the given SH and this instance by the given
* alpha factor.
*
* @param {SphericalHarmonics3} sh - The SH to interpolate with.
* @param {number} alpha - The alpha factor.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
lerp( sh, alpha ) {
for ( let i = 0; i < 9; i ++ ) {
this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
}
return this;
}
/**
* Returns `true` if this spherical harmonics is equal with the given one.
*
* @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
* @return {boolean} Whether this spherical harmonics is equal with the given one.
*/
equals( sh ) {
for ( let i = 0; i < 9; i ++ ) {
if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
return false;
}
}
return true;
}
/**
* Copies the values of the given spherical harmonics to this instance.
*
* @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
* @return {SphericalHarmonics3} A reference to this spherical harmonics.
*/
copy( sh ) {
return this.set( sh.coefficients );
}
/**
* Returns a new spherical harmonics with copied values from this instance.
*
* @return {SphericalHarmonics3} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Sets the SH coefficients of this instance from the given array.
*
* @param {Array<number>} array - An array holding the SH coefficients.
* @param {number} [offset=0] - The array offset where to start copying.
* @return {SphericalHarmonics3} A clone of this instance.
*/
fromArray( array, offset = 0 ) {
const coefficients = this.coefficients;
for ( let i = 0; i < 9; i ++ ) {
coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
}
return this;
}
/**
* Returns an array with the SH coefficients, or copies them into the provided
* array. The coefficients are represented as numbers.
*
* @param {Array<number>} [array=[]] - The target array.
* @param {number} [offset=0] - The array offset where to start copying.
* @return {Array<number>} An array with flat SH coefficients.
*/
toArray( array = [], offset = 0 ) {
const coefficients = this.coefficients;
for ( let i = 0; i < 9; i ++ ) {
coefficients[ i ].toArray( array, offset + ( i * 3 ) );
}
return array;
}
/**
* Computes the SH basis for the given normal vector.
*
* @param {Vector3} normal - The normal.
* @param {Array<number>} shBasis - The target array holding the SH basis.
*/
static getBasisAt( normal, shBasis ) {
// normal is assumed to be unit length
const x = normal.x, y = normal.y, z = normal.z;
// band 0
shBasis[ 0 ] = 0.282095;
// band 1
shBasis[ 1 ] = 0.488603 * y;
shBasis[ 2 ] = 0.488603 * z;
shBasis[ 3 ] = 0.488603 * x;
// band 2
shBasis[ 4 ] = 1.092548 * x * y;
shBasis[ 5 ] = 1.092548 * y * z;
shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
shBasis[ 7 ] = 1.092548 * x * z;
shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
}
}
/**
* Light probes are an alternative way of adding light to a 3D scene. Unlike
* classical light sources (e.g. directional, point or spot lights), light
* probes do not emit light. Instead they store information about light
* passing through 3D space. During rendering, the light that hits a 3D
* object is approximated by using the data from the light probe.
*
* Light probes are usually created from (radiance) environment maps. The
* class {@link LightProbeGenerator} can be used to create light probes from
* cube textures or render targets. However, light estimation data could also
* be provided in other forms e.g. by WebXR. This enables the rendering of
* augmented reality content that reacts to real world lighting.
*
* The current probe implementation in three.js supports so-called diffuse
* light probes. This type of light probe is functionally equivalent to an
* irradiance environment map.
*
* @augments Light
*/
class LightProbe extends Light {
/**
* Constructs a new light probe.
*
* @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
* @param {number} [intensity=1] - The light's strength/intensity.
*/
constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
super( undefined, intensity );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLightProbe = true;
/**
* A light probe uses spherical harmonics to encode lighting information.
*
* @type {SphericalHarmonics3}
*/
this.sh = sh;
}
copy( source ) {
super.copy( source );
this.sh.copy( source.sh );
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.sh = this.sh.toArray();
return data;
}
}
const _customMaterials = {};
/**
* Class for loading materials. The files are internally
* loaded via {@link FileLoader}.
*
* ```js
* const loader = new THREE.MaterialLoader();
* const material = await loader.loadAsync( 'material.json' );
* ```
* This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
*
* @augments Loader
*/
class MaterialLoader extends Loader {
/**
* Constructs a new material loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
/**
* A dictionary holding textures used by the material.
*
* @type {Object<string,Texture>}
*/
this.textures = {};
}
/**
* Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Material)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( scope.manager );
loader.setPath( scope.path );
loader.setRequestHeader( scope.requestHeader );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
/**
* Parses the given JSON object and returns a material.
*
* @param {Object} json - The serialized material.
* @return {Material} The parsed material.
*/
parse( json ) {
const material = this.createMaterialFromType( json.type );
material.fromJSON( json, this.textures );
return material;
}
/**
* Textures are not embedded in the material JSON so they have
* to be injected before the loading process starts.
*
* @param {Object} value - A dictionary holding textures for material properties.
* @return {MaterialLoader} A reference to this material loader.
*/
setTextures( value ) {
this.textures = value;
return this;
}
/**
* Creates a material for the given type.
*
* @param {string} type - The material type.
* @return {Material} The new material.
*/
createMaterialFromType( type ) {
return MaterialLoader.createMaterialFromType( type );
}
/**
* Creates a material for the given type.
*
* @static
* @param {string} type - The material type.
* @return {Material} The new material.
*/
static createMaterialFromType( type ) {
const materialLib = {
ShadowMaterial,
SpriteMaterial,
RawShaderMaterial,
ShaderMaterial,
PointsMaterial,
MeshPhysicalMaterial,
MeshStandardMaterial,
MeshPhongMaterial,
MeshToonMaterial,
MeshNormalMaterial,
MeshLambertMaterial,
MeshDepthMaterial,
MeshDistanceMaterial,
MeshBasicMaterial,
MeshMatcapMaterial,
LineDashedMaterial,
LineBasicMaterial,
Material,
... _customMaterials
};
const MaterialType = materialLib[ type ];
let materialInstance;
if ( MaterialType === undefined ) {
warnOnce( `MaterialLoader: Unknown material type "${ type }". Use .registerMaterial() before starting the deserialization process.` );
materialInstance = new Material();
} else {
materialInstance = new MaterialType();
}
return materialInstance;
}
/**
* Registers the given material at the internal
* material library.
*
* @static
* @param {string} type - The material type.
* @param {Material.constructor} materialClass - The material class.
*/
static registerMaterial( type, materialClass ) {
_customMaterials[ type ] = materialClass;
}
}
/**
* A class with loader utility functions.
*/
class LoaderUtils {
/**
* Extracts the base URL from the given URL.
*
* @param {string} url -The URL to extract the base URL from.
* @return {string} The extracted base URL.
*/
static extractUrlBase( url ) {
const index = url.lastIndexOf( '/' );
if ( index === -1 ) return './';
return url.slice( 0, index + 1 );
}
/**
* Resolves relative URLs against the given path. Absolute paths, data urls,
* and blob URLs will be returned as is. Invalid URLs will return an empty
* string.
*
* @param {string} url -The URL to resolve.
* @param {string} path - The base path for relative URLs to be resolved against.
* @return {string} The resolved URL.
*/
static resolveURL( url, path ) {
// Invalid URL
if ( typeof url !== 'string' || url === '' ) return '';
// Host Relative URL
if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
}
// Absolute URL http://,https://,//
if ( /^(https?:)?\/\//i.test( url ) ) return url;
// Data URI
if ( /^data:.*,.*$/i.test( url ) ) return url;
// Blob URL
if ( /^blob:.*$/i.test( url ) ) return url;
// Relative URL
return path + url;
}
}
/**
* An instanced version of a geometry.
*/
class InstancedBufferGeometry extends BufferGeometry {
/**
* Constructs a new instanced buffer geometry.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInstancedBufferGeometry = true;
this.type = 'InstancedBufferGeometry';
/**
* The instance count.
*
* @type {number}
* @default Infinity
*/
this.instanceCount = Infinity;
}
copy( source ) {
super.copy( source );
this.instanceCount = source.instanceCount;
return this;
}
toJSON() {
const data = super.toJSON();
data.instanceCount = this.instanceCount;
data.isInstancedBufferGeometry = true;
return data;
}
}
/**
* Class for loading geometries. The files are internally
* loaded via {@link FileLoader}.
*
* ```js
* const loader = new THREE.BufferGeometryLoader();
* const geometry = await loader.loadAsync( 'models/json/pressure.json' );
*
* const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
* const object = new THREE.Mesh( geometry, material );
* scene.add( object );
* ```
*
* @augments Loader
*/
class BufferGeometryLoader extends Loader {
/**
* Constructs a new geometry loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( scope.manager );
loader.setPath( scope.path );
loader.setRequestHeader( scope.requestHeader );
loader.setWithCredentials( scope.withCredentials );
loader.load( url, function ( text ) {
try {
onLoad( scope.parse( JSON.parse( text ) ) );
} catch ( e ) {
if ( onError ) {
onError( e );
} else {
error( e );
}
scope.manager.itemError( url );
}
}, onProgress, onError );
}
/**
* Parses the given JSON object and returns a geometry.
*
* @param {Object} json - The serialized geometry.
* @return {BufferGeometry} The parsed geometry.
*/
parse( json ) {
const interleavedBufferMap = {};
const arrayBufferMap = {};
function getInterleavedBuffer( json, uuid ) {
if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
const interleavedBuffers = json.interleavedBuffers;
const interleavedBuffer = interleavedBuffers[ uuid ];
const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
const array = getTypedArray( interleavedBuffer.type, buffer );
const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
ib.uuid = interleavedBuffer.uuid;
if ( interleavedBuffer.usage !== undefined ) ib.setUsage( interleavedBuffer.usage );
interleavedBufferMap[ uuid ] = ib;
return ib;
}
function getArrayBuffer( json, uuid ) {
if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
const arrayBuffers = json.arrayBuffers;
const arrayBuffer = arrayBuffers[ uuid ];
const ab = new Uint32Array( arrayBuffer ).buffer;
arrayBufferMap[ uuid ] = ab;
return ab;
}
const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
const index = json.data.index;
if ( index !== undefined ) {
const typedArray = getTypedArray( index.type, index.array );
geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
}
const attributes = json.data.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
let bufferAttribute;
if ( attribute.isInterleavedBufferAttribute ) {
const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
} else {
const typedArray = getTypedArray( attribute.type, attribute.array );
const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
}
if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType;
geometry.setAttribute( key, bufferAttribute );
}
const morphAttributes = json.data.morphAttributes;
if ( morphAttributes ) {
for ( const key in morphAttributes ) {
const attributeArray = morphAttributes[ key ];
const array = [];
for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
const attribute = attributeArray[ i ];
let bufferAttribute;
if ( attribute.isInterleavedBufferAttribute ) {
const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
} else {
const typedArray = getTypedArray( attribute.type, attribute.array );
bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
}
if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
if ( attribute.gpuType !== undefined ) bufferAttribute.gpuType = attribute.gpuType;
array.push( bufferAttribute );
}
geometry.morphAttributes[ key ] = array;
}
}
const morphTargetsRelative = json.data.morphTargetsRelative;
if ( morphTargetsRelative ) {
geometry.morphTargetsRelative = true;
}
const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
if ( groups !== undefined ) {
for ( let i = 0, n = groups.length; i !== n; ++ i ) {
const group = groups[ i ];
geometry.addGroup( group.start, group.count, group.materialIndex );
}
}
const boundingSphere = json.data.boundingSphere;
if ( boundingSphere !== undefined ) {
geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
}
if ( json.name ) geometry.name = json.name;
if ( json.userData ) geometry.userData = json.userData;
return geometry;
}
}
const _customGeometries = {};
/**
* A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
* The files are internally loaded via {@link FileLoader}.
*
* ```js
* const loader = new THREE.ObjectLoader();
* const obj = await loader.loadAsync( 'models/json/example.json' );
* scene.add( obj );
*
* // Alternatively, to parse a previously loaded JSON structure
* const object = await loader.parseAsync( a_json_object );
* scene.add( object );
* ```
*
* @augments Loader
*/
class ObjectLoader extends Loader {
/**
* Constructs a new object loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
this.resourcePath = this.resourcePath || path;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( text ) {
let json = null;
try {
json = JSON.parse( text );
} catch ( e ) {
if ( onError !== undefined ) onError( e );
error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message );
return;
}
const metadata = json.metadata;
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
error( 'ObjectLoader: Can\'t load ' + url );
return;
}
scope.parse( json, onLoad );
}, onProgress, onError );
}
/**
* Async version of {@link ObjectLoader#load}.
*
* @async
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
*/
async loadAsync( url, onProgress ) {
const scope = this;
const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
this.resourcePath = this.resourcePath || path;
const loader = new FileLoader( this.manager );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
const text = await loader.loadAsync( url, onProgress );
let json;
try {
json = JSON.parse( text );
} catch ( e ) {
throw new Error( 'THREE.ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
}
const metadata = json.metadata;
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
}
return await scope.parseAsync( json );
}
/**
* Parses the given JSON. This is used internally by {@link ObjectLoader#load}
* but can also be used directly to parse a previously loaded JSON structure.
*
* @param {Object} json - The serialized 3D object.
* @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
* @return {Object3D} The parsed 3D object.
*/
parse( json, onLoad ) {
const animations = this.parseAnimations( json.animations );
const shapes = this.parseShapes( json.shapes );
const geometries = this.parseGeometries( json.geometries, shapes );
const images = this.parseImages( json.images, function () {
if ( onLoad !== undefined ) onLoad( object );
} );
const textures = this.parseTextures( json.textures, images );
const materials = this.parseMaterials( json.materials, textures );
const object = this.parseObject( json.object, geometries, materials, textures, animations );
const skeletons = this.parseSkeletons( json.skeletons, object );
this.bindSkeletons( object, skeletons );
this.bindLightTargets( object );
//
if ( onLoad !== undefined ) {
let hasImages = false;
for ( const uuid in images ) {
if ( images[ uuid ].data instanceof HTMLImageElement ) {
hasImages = true;
break;
}
}
if ( hasImages === false ) onLoad( object );
}
return object;
}
/**
* Async version of {@link ObjectLoader#parse}.
*
* @param {Object} json - The serialized 3D object.
* @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
*/
async parseAsync( json ) {
const animations = this.parseAnimations( json.animations );
const shapes = this.parseShapes( json.shapes );
const geometries = this.parseGeometries( json.geometries, shapes );
const images = await this.parseImagesAsync( json.images );
const textures = this.parseTextures( json.textures, images );
const materials = this.parseMaterials( json.materials, textures );
const object = this.parseObject( json.object, geometries, materials, textures, animations );
const skeletons = this.parseSkeletons( json.skeletons, object );
this.bindSkeletons( object, skeletons );
this.bindLightTargets( object );
return object;
}
/**
* Registers the given geometry at the internal
* geometry library.
*
* @static
* @param {string} type - The geometry type.
* @param {BufferGeometry.constructor} geometryClass - The geometry class.
*/
static registerGeometry( type, geometryClass ) {
_customGeometries[ type ] = geometryClass;
}
// internals
parseShapes( json ) {
const shapes = {};
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const shape = new Shape().fromJSON( json[ i ] );
shapes[ shape.uuid ] = shape;
}
}
return shapes;
}
parseSkeletons( json, object ) {
const skeletons = {};
const bones = {};
// generate bone lookup table
object.traverse( function ( child ) {
if ( child.isBone ) bones[ child.uuid ] = child;
} );
// create skeletons
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const skeleton = new Skeleton().fromJSON( json[ i ], bones );
skeletons[ skeleton.uuid ] = skeleton;
}
}
return skeletons;
}
parseGeometries( json, shapes ) {
const geometries = {};
if ( json !== undefined ) {
const bufferGeometryLoader = new BufferGeometryLoader();
for ( let i = 0, l = json.length; i < l; i ++ ) {
let geometry;
const data = json[ i ];
switch ( data.type ) {
case 'BufferGeometry':
case 'InstancedBufferGeometry':
geometry = bufferGeometryLoader.parse( data );
break;
default:
if ( data.type in Geometries ) {
geometry = Geometries[ data.type ].fromJSON( data, shapes );
} else if ( data.type in _customGeometries ) {
geometry = _customGeometries[ data.type ].fromJSON( data, shapes );
} else {
warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` );
}
}
geometry.uuid = data.uuid;
if ( data.name !== undefined ) geometry.name = data.name;
if ( data.userData !== undefined ) geometry.userData = data.userData;
geometries[ data.uuid ] = geometry;
}
}
return geometries;
}
parseMaterials( json, textures ) {
const cache = {}; // MultiMaterial
const materials = {};
if ( json !== undefined ) {
const loader = new MaterialLoader();
loader.setTextures( textures );
for ( let i = 0, l = json.length; i < l; i ++ ) {
const data = json[ i ];
if ( cache[ data.uuid ] === undefined ) {
cache[ data.uuid ] = loader.parse( data );
}
materials[ data.uuid ] = cache[ data.uuid ];
}
}
return materials;
}
parseAnimations( json ) {
const animations = {};
if ( json !== undefined ) {
for ( let i = 0; i < json.length; i ++ ) {
const data = json[ i ];
const clip = AnimationClip.parse( data );
animations[ clip.uuid ] = clip;
}
}
return animations;
}
parseImages( json, onLoad ) {
const scope = this;
const images = {};
let loader;
function loadImage( url ) {
url = scope.manager.resolveURL( url );
scope.manager.itemStart( url );
return loader.load( url, function () {
scope.manager.itemEnd( url );
}, undefined, function () {
scope.manager.itemError( url );
scope.manager.itemEnd( url );
} );
}
function deserializeImage( image ) {
if ( typeof image === 'string' ) {
const url = image;
const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
return loadImage( path );
} else {
if ( image.data ) {
return {
data: getTypedArray( image.type, image.data ),
width: image.width,
height: image.height
};
} else {
return null;
}
}
}
if ( json !== undefined && json.length > 0 ) {
const manager = new LoadingManager( onLoad );
loader = new ImageLoader( manager );
loader.setCrossOrigin( this.crossOrigin );
for ( let i = 0, il = json.length; i < il; i ++ ) {
const image = json[ i ];
const url = image.url;
if ( Array.isArray( url ) ) {
// load array of images e.g CubeTexture
const imageArray = [];
for ( let j = 0, jl = url.length; j < jl; j ++ ) {
const currentUrl = url[ j ];
const deserializedImage = deserializeImage( currentUrl );
if ( deserializedImage !== null ) {
if ( deserializedImage instanceof HTMLImageElement ) {
imageArray.push( deserializedImage );
} else {
// special case: handle array of data textures for cube textures
imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
}
}
}
images[ image.uuid ] = new TextureSource( imageArray );
} else {
// load single image
const deserializedImage = deserializeImage( image.url );
images[ image.uuid ] = new TextureSource( deserializedImage );
}
}
}
return images;
}
async parseImagesAsync( json ) {
const scope = this;
const images = {};
let loader;
async function deserializeImage( image ) {
if ( typeof image === 'string' ) {
const url = image;
const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
return await loader.loadAsync( path );
} else {
if ( image.data ) {
return {
data: getTypedArray( image.type, image.data ),
width: image.width,
height: image.height
};
} else {
return null;
}
}
}
if ( json !== undefined && json.length > 0 ) {
loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
for ( let i = 0, il = json.length; i < il; i ++ ) {
const image = json[ i ];
const url = image.url;
if ( Array.isArray( url ) ) {
// load array of images e.g CubeTexture
const imageArray = [];
for ( let j = 0, jl = url.length; j < jl; j ++ ) {
const currentUrl = url[ j ];
const deserializedImage = await deserializeImage( currentUrl );
if ( deserializedImage !== null ) {
if ( deserializedImage instanceof HTMLImageElement ) {
imageArray.push( deserializedImage );
} else {
// special case: handle array of data textures for cube textures
imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
}
}
}
images[ image.uuid ] = new TextureSource( imageArray );
} else {
// load single image
const deserializedImage = await deserializeImage( image.url );
images[ image.uuid ] = new TextureSource( deserializedImage );
}
}
}
return images;
}
parseTextures( json, images ) {
function parseConstant( value, type ) {
if ( typeof value === 'number' ) return value;
warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
return type[ value ];
}
const textures = {};
if ( json !== undefined ) {
for ( let i = 0, l = json.length; i < l; i ++ ) {
const data = json[ i ];
if ( data.image === undefined ) {
warn( 'ObjectLoader: No "image" specified for', data.uuid );
}
if ( images[ data.image ] === undefined ) {
warn( 'ObjectLoader: Undefined image', data.image );
}
const source = images[ data.image ];
const image = source.data;
let texture;
if ( Array.isArray( image ) ) {
texture = new CubeTexture();
if ( image.length === 6 ) texture.needsUpdate = true;
} else {
if ( image && image.data ) {
texture = new DataTexture();
} else {
texture = new Texture();
}
if ( image ) texture.needsUpdate = true; // textures can have undefined image data
}
texture.source = source;
texture.uuid = data.uuid;
if ( data.name !== undefined ) texture.name = data.name;
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
if ( data.channel !== undefined ) texture.channel = data.channel;
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
if ( data.center !== undefined ) texture.center.fromArray( data.center );
if ( data.rotation !== undefined ) texture.rotation = data.rotation;
if ( data.wrap !== undefined ) {
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
}
if ( data.format !== undefined ) texture.format = data.format;
if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
if ( data.type !== undefined ) texture.type = data.type;
if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
if ( data.flipY !== undefined ) texture.flipY = data.flipY;
if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
if ( data.normalized !== undefined ) texture.normalized = data.normalized;
if ( data.userData !== undefined ) texture.userData = data.userData;
textures[ data.uuid ] = texture;
}
}
return textures;
}
parseObject( data, geometries, materials, textures, animations ) {
let object;
function getGeometry( name ) {
if ( geometries[ name ] === undefined ) {
warn( 'ObjectLoader: Undefined geometry', name );
}
return geometries[ name ];
}
function getMaterial( name ) {
if ( name === undefined ) return undefined;
if ( Array.isArray( name ) ) {
const array = [];
for ( let i = 0, l = name.length; i < l; i ++ ) {
const uuid = name[ i ];
if ( materials[ uuid ] === undefined ) {
warn( 'ObjectLoader: Undefined material', uuid );
}
array.push( materials[ uuid ] );
}
return array;
}
if ( materials[ name ] === undefined ) {
warn( 'ObjectLoader: Undefined material', name );
}
return materials[ name ];
}
function getTexture( uuid ) {
if ( textures[ uuid ] === undefined ) {
warn( 'ObjectLoader: Undefined texture', uuid );
}
return textures[ uuid ];
}
let geometry, material;
switch ( data.type ) {
case 'Scene':
object = new Scene();
if ( data.background !== undefined ) {
if ( Number.isInteger( data.background ) ) {
object.background = new Color( data.background );
} else {
object.background = getTexture( data.background );
}
}
if ( data.environment !== undefined ) {
object.environment = getTexture( data.environment );
}
if ( data.fog !== undefined ) {
if ( data.fog.type === 'Fog' ) {
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
} else if ( data.fog.type === 'FogExp2' ) {
object.fog = new FogExp2( data.fog.color, data.fog.density );
}
if ( data.fog.name !== '' ) {
object.fog.name = data.fog.name;
}
}
if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
break;
case 'PerspectiveCamera':
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
if ( data.focus !== undefined ) object.focus = data.focus;
if ( data.zoom !== undefined ) object.zoom = data.zoom;
if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'OrthographicCamera':
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
if ( data.zoom !== undefined ) object.zoom = data.zoom;
if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'AmbientLight':
object = new AmbientLight( data.color, data.intensity );
break;
case 'DirectionalLight':
object = new DirectionalLight( data.color, data.intensity );
object.target = data.target || '';
break;
case 'PointLight':
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
break;
case 'RectAreaLight':
object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
break;
case 'SpotLight':
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
object.target = data.target || '';
break;
case 'HemisphereLight':
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
break;
case 'LightProbe':
const sh = new SphericalHarmonics3().fromArray( data.sh );
object = new LightProbe( sh, data.intensity );
break;
case 'SkinnedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new SkinnedMesh( geometry, material );
if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
break;
case 'Mesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new Mesh( geometry, material );
break;
case 'InstancedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
const count = data.count;
const instanceMatrix = data.instanceMatrix;
const instanceColor = data.instanceColor;
object = new InstancedMesh( geometry, material, count );
object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
break;
case 'BatchedMesh':
geometry = getGeometry( data.geometry );
material = getMaterial( data.material );
object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
object.geometry = geometry;
object.perObjectFrustumCulled = data.perObjectFrustumCulled;
object.sortObjects = data.sortObjects;
object._drawRanges = data.drawRanges;
object._reservedRanges = data.reservedRanges;
object._geometryInfo = data.geometryInfo.map( info => {
let box = null;
let sphere = null;
if ( info.boundingBox !== undefined ) {
box = new Box3().fromJSON( info.boundingBox );
}
if ( info.boundingSphere !== undefined ) {
sphere = new Sphere().fromJSON( info.boundingSphere );
}
return {
...info,
boundingBox: box,
boundingSphere: sphere
};
} );
object._instanceInfo = data.instanceInfo;
object._availableInstanceIds = data._availableInstanceIds;
object._availableGeometryIds = data._availableGeometryIds;
object._nextIndexStart = data.nextIndexStart;
object._nextVertexStart = data.nextVertexStart;
object._geometryCount = data.geometryCount;
object._maxInstanceCount = data.maxInstanceCount;
object._maxVertexCount = data.maxVertexCount;
object._maxIndexCount = data.maxIndexCount;
object._geometryInitialized = data.geometryInitialized;
object._matricesTexture = getTexture( data.matricesTexture.uuid );
object._indirectTexture = getTexture( data.indirectTexture.uuid );
if ( data.colorsTexture !== undefined ) {
object._colorsTexture = getTexture( data.colorsTexture.uuid );
}
if ( data.boundingSphere !== undefined ) {
object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
}
if ( data.boundingBox !== undefined ) {
object.boundingBox = new Box3().fromJSON( data.boundingBox );
}
break;
case 'LOD':
object = new LOD();
break;
case 'Line':
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'LineLoop':
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'LineSegments':
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'PointCloud':
case 'Points':
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'Sprite':
object = new Sprite( getMaterial( data.material ) );
break;
case 'Group':
object = new Group();
break;
case 'Bone':
object = new Bone();
break;
default:
object = new Object3D();
}
object.uuid = data.uuid;
if ( data.name !== undefined ) object.name = data.name;
if ( data.matrix !== undefined ) {
object.matrix.fromArray( data.matrix );
if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
} else {
if ( data.position !== undefined ) object.position.fromArray( data.position );
if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
}
if ( data.up !== undefined ) object.up.fromArray( data.up );
if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
if ( data.shadow ) {
if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
if ( data.shadow.blurSamples !== undefined ) object.shadow.blurSamples = data.shadow.blurSamples;
if ( data.shadow.focus !== undefined ) object.shadow.focus = data.shadow.focus;
if ( data.shadow.aspect !== undefined ) object.shadow.aspect = data.shadow.aspect;
if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
}
if ( data.visible !== undefined ) object.visible = data.visible;
if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
if ( data.static !== undefined ) object.static = data.static;
if ( data.userData !== undefined ) object.userData = data.userData;
if ( data.layers !== undefined ) object.layers.mask = data.layers;
if ( data.children !== undefined ) {
const children = data.children;
for ( let i = 0; i < children.length; i ++ ) {
object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
}
}
if ( data.animations !== undefined ) {
const objectAnimations = data.animations;
for ( let i = 0; i < objectAnimations.length; i ++ ) {
const uuid = objectAnimations[ i ];
object.animations.push( animations[ uuid ] );
}
}
if ( data.type === 'LOD' ) {
if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
const levels = data.levels;
for ( let l = 0; l < levels.length; l ++ ) {
const level = levels[ l ];
const child = object.getObjectByProperty( 'uuid', level.object );
if ( child !== undefined ) {
object.addLevel( child, level.distance, level.hysteresis );
}
}
}
return object;
}
bindSkeletons( object, skeletons ) {
if ( Object.keys( skeletons ).length === 0 ) return;
object.traverse( function ( child ) {
if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
const skeleton = skeletons[ child.skeleton ];
if ( skeleton === undefined ) {
warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
} else {
child.bind( skeleton, child.bindMatrix );
}
}
} );
}
bindLightTargets( object ) {
object.traverse( function ( child ) {
if ( child.isDirectionalLight || child.isSpotLight ) {
const uuid = child.target;
const target = object.getObjectByProperty( 'uuid', uuid );
if ( target !== undefined ) {
child.target = target;
} else {
child.target = new Object3D();
}
}
} );
}
}
const TEXTURE_MAPPING = {
UVMapping: UVMapping,
CubeReflectionMapping: CubeReflectionMapping,
CubeRefractionMapping: CubeRefractionMapping,
EquirectangularReflectionMapping: EquirectangularReflectionMapping,
EquirectangularRefractionMapping: EquirectangularRefractionMapping,
CubeUVReflectionMapping: CubeUVReflectionMapping
};
const TEXTURE_WRAPPING = {
RepeatWrapping: RepeatWrapping,
ClampToEdgeWrapping: ClampToEdgeWrapping,
MirroredRepeatWrapping: MirroredRepeatWrapping
};
const TEXTURE_FILTER = {
NearestFilter: NearestFilter,
NearestMipmapNearestFilter: NearestMipmapNearestFilter,
NearestMipmapLinearFilter: NearestMipmapLinearFilter,
LinearFilter: LinearFilter,
LinearMipmapNearestFilter: LinearMipmapNearestFilter,
LinearMipmapLinearFilter: LinearMipmapLinearFilter
};
const _errorMap = new WeakMap();
/**
* A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
* An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
* textures for rendering.
*
* Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
* These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
* unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
*
* To match the default behaviour of {@link Texture}, the following options are needed:
*
* ```js
* { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
* ```
*
* Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
*
* ```js
* const loader = new THREE.ImageBitmapLoader();
* loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
* const imageBitmap = await loader.loadAsync( 'image.png' );
*
* const texture = new THREE.Texture( imageBitmap );
* texture.needsUpdate = true;
* ```
*
* @augments Loader
*/
class ImageBitmapLoader extends Loader {
/**
* Constructs a new image bitmap loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isImageBitmapLoader = true;
if ( typeof createImageBitmap === 'undefined' ) {
warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
}
if ( typeof fetch === 'undefined' ) {
warn( 'ImageBitmapLoader: fetch() not supported.' );
}
/**
* Represents the loader options.
*
* @type {Object}
* @default {premultiplyAlpha:'none'}
*/
this.options = { premultiplyAlpha: 'none' };
/**
* Used for aborting requests.
*
* @private
* @type {AbortController}
*/
this._abortController = new AbortController();
}
/**
* Sets the given loader options. The structure of the object must match the `options` parameter of
* [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
*
* Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with
* different options will return the cached result of the first request.
*
* @param {Object} options - The loader options to set.
* @return {ImageBitmapLoader} A reference to this image bitmap loader.
*/
setOptions( options ) {
this.options = options;
return this;
}
/**
* Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = '';
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( `image-bitmap:${url}` );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
// If cached is a promise, wait for it to resolve
if ( cached.then ) {
cached.then( imageBitmap => {
// check if there is an error for the cached promise
if ( _errorMap.has( cached ) === true ) {
if ( onError ) onError( _errorMap.get( cached ) );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
} else {
if ( onLoad ) onLoad( imageBitmap );
scope.manager.itemEnd( url );
}
} );
return;
}
// If cached is not a promise (i.e., it's already an imageBitmap)
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return;
}
const fetchOptions = {};
fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
fetchOptions.headers = this.requestHeader;
fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
const promise = fetch( url, fetchOptions ).then( function ( res ) {
return res.blob();
} ).then( function ( blob ) {
return createImageBitmap( blob, Object.assign( {}, scope.options, { colorSpaceConversion: 'none' } ) );
} ).then( function ( imageBitmap ) {
Cache.add( `image-bitmap:${url}`, imageBitmap );
if ( onLoad ) onLoad( imageBitmap );
scope.manager.itemEnd( url );
return imageBitmap; // see #34150
} ).catch( function ( e ) {
if ( onError ) onError( e );
_errorMap.set( promise, e );
Cache.remove( `image-bitmap:${url}` );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
} );
Cache.add( `image-bitmap:${url}`, promise );
scope.manager.itemStart( url );
}
/**
* Aborts ongoing fetch requests.
*
* @return {ImageBitmapLoader} A reference to this instance.
*/
abort() {
this._abortController.abort();
this._abortController = new AbortController();
return this;
}
}
let _context;
/**
* Manages the global audio context in the engine.
*
* @hideconstructor
*/
class AudioContext {
/**
* Returns the global native audio context.
*
* @return {Window.AudioContext} The native audio context.
*/
static getContext() {
if ( _context === undefined ) {
_context = new ( window.AudioContext || window.webkitAudioContext )();
}
return _context;
}
/**
* Allows to set the global native audio context from outside.
*
* @param {Window.AudioContext} value - The native context to set.
*/
static setContext( value ) {
_context = value;
}
}
/**
* Class for loading audio buffers. Audios are internally
* loaded via {@link FileLoader}.
*
* ```js
* const audioListener = new THREE.AudioListener();
* const ambientSound = new THREE.Audio( audioListener );
*
* const loader = new THREE.AudioLoader();
* const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
*
* ambientSound.setBuffer( audioBuffer );
* ambientSound.play();
* ```
*
* @augments Loader
*/
class AudioLoader extends Loader {
/**
* Constructs a new audio loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded audio buffer
* to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
load( url, onLoad, onProgress, onError ) {
const scope = this;
const loader = new FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.setPath( this.path );
loader.setRequestHeader( this.requestHeader );
loader.setWithCredentials( this.withCredentials );
loader.load( url, function ( buffer ) {
try {
// Create a copy of the buffer. The `decodeAudioData` method
// detaches the buffer when complete, preventing reuse.
const bufferCopy = buffer.slice( 0 );
const context = AudioContext.getContext();
const decodeUrl = url + '#decode';
scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378
context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
onLoad( audioBuffer );
scope.manager.itemEnd( decodeUrl );
} ).catch( function ( e ) {
handleError( e );
scope.manager.itemEnd( decodeUrl );
} );
} catch ( e ) {
handleError( e );
}
}, onProgress, onError );
function handleError( e ) {
if ( onError ) {
onError( e );
} else {
error( e );
}
scope.manager.itemError( url );
}
}
}
const _eyeRight = /*@__PURE__*/ new Matrix4();
const _eyeLeft = /*@__PURE__*/ new Matrix4();
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
/**
* A special type of camera that uses two perspective cameras with
* stereoscopic projection. Can be used for rendering stereo effects
* like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
* [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
*/
class StereoCamera {
/**
* Constructs a new stereo camera.
*/
constructor() {
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'StereoCamera';
/**
* The aspect.
*
* @type {number}
* @default 1
*/
this.aspect = 1;
/**
* The eye separation which represents the distance
* between the left and right camera.
*
* @type {number}
* @default 0.064
*/
this.eyeSep = 0.064;
/**
* The camera representing the left eye. This is added to layer `1` so objects to be
* rendered by the left camera must also be added to this layer.
*
* @type {PerspectiveCamera}
*/
this.cameraL = new PerspectiveCamera();
this.cameraL.layers.enable( 1 );
this.cameraL.matrixAutoUpdate = false;
/**
* The camera representing the right eye. This is added to layer `2` so objects to be
* rendered by the right camera must also be added to this layer.
*
* @type {PerspectiveCamera}
*/
this.cameraR = new PerspectiveCamera();
this.cameraR.layers.enable( 2 );
this.cameraR.matrixAutoUpdate = false;
this._cache = {
focus: null,
fov: null,
aspect: null,
near: null,
far: null,
zoom: null,
eyeSep: null
};
}
/**
* Updates the stereo camera based on the given perspective camera.
*
* @param {PerspectiveCamera} camera - The perspective camera.
*/
update( camera ) {
const cache = this._cache;
const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
if ( needsUpdate ) {
cache.focus = camera.focus;
cache.fov = camera.fov;
cache.aspect = camera.aspect * this.aspect;
cache.near = camera.near;
cache.far = camera.far;
cache.zoom = camera.zoom;
cache.eyeSep = this.eyeSep;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
_projectionMatrix.copy( camera.projectionMatrix );
const eyeSepHalf = cache.eyeSep / 2;
const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
let xmin, xmax;
// translate xOffset
_eyeLeft.elements[ 12 ] = - eyeSepHalf;
_eyeRight.elements[ 12 ] = eyeSepHalf;
// for left eye
xmin = - ymax * cache.aspect + eyeSepOnProjection;
xmax = ymax * cache.aspect + eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( _projectionMatrix );
// for right eye
xmin = - ymax * cache.aspect - eyeSepOnProjection;
xmax = ymax * cache.aspect - eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraR.projectionMatrix.copy( _projectionMatrix );
}
this.cameraL.matrix.copy( camera.matrixWorld ).multiply( _eyeLeft );
this.cameraL.matrixWorldNeedsUpdate = true;
this.cameraR.matrix.copy( camera.matrixWorld ).multiply( _eyeRight );
this.cameraR.matrixWorldNeedsUpdate = true;
}
}
const fov = -90; // negative fov is not an error
const aspect = 1;
/**
* A special type of camera that is positioned in 3D space to render its surroundings into a
* cube render target. The render target can then be used as an environment map for rendering
* realtime reflections in your scene.
*
* ```js
* // Create cube render target
* const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
*
* // Create cube camera
* const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
* scene.add( cubeCamera );
*
* // Create car
* const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
* const car = new THREE.Mesh( carGeometry, chromeMaterial );
* scene.add( car );
*
* // Update the render target cube
* car.visible = false;
* cubeCamera.position.copy( car.position );
* cubeCamera.update( renderer, scene );
*
* // Render the scene
* car.visible = true;
* renderer.render( scene, camera );
* ```
*
* @augments Object3D
*/
class CubeCamera extends Object3D {
/**
* Constructs a new cube camera.
*
* @param {number} near - The camera's near plane.
* @param {number} far - The camera's far plane.
* @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
*/
constructor( near, far, renderTarget ) {
super();
this.type = 'CubeCamera';
/**
* A reference to the cube render target.
*
* @type {WebGLCubeRenderTarget}
*/
this.renderTarget = renderTarget;
/**
* The current active coordinate system.
*
* @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
* @default null
*/
this.coordinateSystem = null;
/**
* The current active mipmap level
*
* @type {number}
* @default 0
*/
this.activeMipmapLevel = 0;
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
cameraPX.layers = this.layers;
this.add( cameraPX );
const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
cameraNX.layers = this.layers;
this.add( cameraNX );
const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
cameraPY.layers = this.layers;
this.add( cameraPY );
const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
cameraNY.layers = this.layers;
this.add( cameraNY );
const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
cameraPZ.layers = this.layers;
this.add( cameraPZ );
const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
cameraNZ.layers = this.layers;
this.add( cameraNZ );
}
/**
* Must be called when the coordinate system of the cube camera is changed.
*/
updateCoordinateSystem() {
const coordinateSystem = this.coordinateSystem;
const cameras = this.children.concat();
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
for ( const camera of cameras ) this.remove( camera );
if ( coordinateSystem === WebGLCoordinateSystem ) {
cameraPX.up.set( 0, 1, 0 );
cameraPX.lookAt( 1, 0, 0 );
cameraNX.up.set( 0, 1, 0 );
cameraNX.lookAt( -1, 0, 0 );
cameraPY.up.set( 0, 0, -1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, 1 );
cameraNY.lookAt( 0, -1, 0 );
cameraPZ.up.set( 0, 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, 1, 0 );
cameraNZ.lookAt( 0, 0, -1 );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
cameraPX.up.set( 0, -1, 0 );
cameraPX.lookAt( -1, 0, 0 );
cameraNX.up.set( 0, -1, 0 );
cameraNX.lookAt( 1, 0, 0 );
cameraPY.up.set( 0, 0, 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, -1 );
cameraNY.lookAt( 0, -1, 0 );
cameraPZ.up.set( 0, -1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, -1, 0 );
cameraNZ.lookAt( 0, 0, -1 );
} else {
throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
}
for ( const camera of cameras ) {
this.add( camera );
camera.updateMatrixWorld();
}
}
/**
* Calling this method will render the given scene with the given renderer
* into the cube render target of the camera.
*
* @param {(Renderer|WebGLRenderer)} renderer - The renderer.
* @param {Scene} scene - The scene to render.
*/
update( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
const { renderTarget, activeMipmapLevel } = this;
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
this.coordinateSystem = renderer.coordinateSystem;
this.updateCoordinateSystem();
}
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentXrEnabled = renderer.xr.enabled;
renderer.xr.enabled = false;
const generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
let reversedDepthBuffer = false;
if ( renderer.isWebGLRenderer === true ) {
reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
} else {
reversedDepthBuffer = renderer.reversedDepthBuffer;
}
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraPX );
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraNX );
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraPY );
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraNY );
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraPZ );
// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
renderer.render( scene, cameraNZ );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.xr.enabled = currentXrEnabled;
renderTarget.texture.needsPMREMUpdate = true;
}
}
/**
* This type of camera can be used in order to efficiently render a scene with a
* predefined set of cameras. This is an important performance aspect for
* rendering VR scenes.
*
* An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
* to define for each sub camera the `viewport` property which determines the
* part of the viewport that is rendered with this camera.
*
* @augments PerspectiveCamera
*/
class ArrayCamera extends PerspectiveCamera {
/**
* Constructs a new array camera.
*
* @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
*/
constructor( array = [] ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isArrayCamera = true;
/**
* Whether this camera is used with multiview rendering or not.
*
* @type {boolean}
* @readonly
* @default false
*/
this.isMultiViewCamera = false;
/**
* An array of perspective sub cameras.
*
* @type {Array<PerspectiveCamera>}
*/
this.cameras = array;
}
}
/**
* This class is an alternative to {@link Clock} with a different API design and behavior.
* The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
*
* - `Timer` has an `update()` method that updates its internal state. That makes it possible to
* call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
* - The class can make use of the Page Visibility API to avoid large time delta values when the app
* is inactive (e.g. tab switched or browser hidden).
*
* ```js
* const timer = new Timer();
* timer.connect( document ); // use Page Visibility API
* ```
*/
class Timer {
/**
* Constructs a new timer.
*/
constructor() {
this._previousTime = 0;
this._currentTime = 0;
this._startTime = performance.now();
this._delta = 0;
this._elapsed = 0;
this._timescale = 1;
this._document = null;
this._pageVisibilityHandler = null;
}
/**
* Connect the timer to the given document.Calling this method is not mandatory to
* use the timer but enables the usage of the Page Visibility API to avoid large time
* delta values.
*
* @param {Document} document - The document.
*/
connect( document ) {
this._document = document;
// use Page Visibility API to avoid large time delta values
if ( document.hidden !== undefined ) {
this._pageVisibilityHandler = handleVisibilityChange.bind( this );
document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
}
}
/**
* Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
*/
disconnect() {
if ( this._pageVisibilityHandler !== null ) {
this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
this._pageVisibilityHandler = null;
}
this._document = null;
}
/**
* Returns the time delta in seconds.
*
* @return {number} The time delta in second.
*/
getDelta() {
return this._delta / 1000;
}
/**
* Returns the elapsed time in seconds.
*
* @return {number} The elapsed time in second.
*/
getElapsed() {
return this._elapsed / 1000;
}
/**
* Returns the timescale.
*
* @return {number} The timescale.
*/
getTimescale() {
return this._timescale;
}
/**
* Sets the given timescale which scale the time delta computation
* in `update()`.
*
* @param {number} timescale - The timescale to set.
* @return {Timer} A reference to this timer.
*/
setTimescale( timescale ) {
this._timescale = timescale;
return this;
}
/**
* Resets the time computation for the current simulation step.
*
* @return {Timer} A reference to this timer.
*/
reset() {
this._currentTime = performance.now() - this._startTime;
return this;
}
/**
* Can be used to free all internal resources. Usually called when
* the timer instance isn't required anymore.
*/
dispose() {
this.disconnect();
}
/**
* Updates the internal state of the timer. This method should be called
* once per simulation step and before you perform queries against the timer
* (e.g. via `getDelta()`).
*
* @param {number} timestamp - The current time in milliseconds. Can be obtained
* from the `requestAnimationFrame` callback argument. If not provided, the current
* time will be determined with `performance.now`.
* @return {Timer} A reference to this timer.
*/
update( timestamp ) {
if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
this._delta = 0;
} else {
this._previousTime = this._currentTime;
this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
}
return this;
}
}
function handleVisibilityChange() {
if ( this._document.hidden === false ) this.reset();
}
const _position$1 = /*@__PURE__*/ new Vector3();
const _quaternion$1 = /*@__PURE__*/ new Quaternion();
const _scale$1 = /*@__PURE__*/ new Vector3();
const _forward = /*@__PURE__*/ new Vector3();
const _up = /*@__PURE__*/ new Vector3();
/**
* The class represents a virtual listener of the all positional and non-positional audio effects
* in the scene. A three.js application usually creates a single listener. It is a mandatory
* constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
*
* In most cases, the listener object is a child of the camera. So the 3D transformation of the
* camera represents the 3D transformation of the listener.
*
* @augments Object3D
*/
class AudioListener extends Object3D {
/**
* Constructs a new audio listener.
*/
constructor() {
super();
this.type = 'AudioListener';
/**
* The native audio context.
*
* @type {AudioContext}
* @readonly
*/
this.context = AudioContext.getContext();
/**
* The gain node used for volume control.
*
* @type {GainNode}
* @readonly
*/
this.gain = this.context.createGain();
this.gain.connect( this.context.destination );
/**
* An optional filter.
*
* Defined via {@link AudioListener#setFilter}.
*
* @type {?AudioNode}
* @default null
* @readonly
*/
this.filter = null;
/**
* Time delta values required for `linearRampToValueAtTime()` usage.
*
* @type {number}
* @default 0
* @readonly
*/
this.timeDelta = 0;
// private
this._timer = new Timer();
}
/**
* Returns the listener's input node.
*
* This method is used by other audio nodes to connect to this listener.
*
* @return {GainNode} The input node.
*/
getInput() {
return this.gain;
}
/**
* Removes the current filter from this listener.
*
* @return {AudioListener} A reference to this listener.
*/
removeFilter() {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter );
this.filter.disconnect( this.context.destination );
this.gain.connect( this.context.destination );
this.filter = null;
}
return this;
}
/**
* Returns the current set filter.
*
* @return {?AudioNode} The filter.
*/
getFilter() {
return this.filter;
}
/**
* Sets the given filter to this listener.
*
* @param {AudioNode} value - The filter to set.
* @return {AudioListener} A reference to this listener.
*/
setFilter( value ) {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter );
this.filter.disconnect( this.context.destination );
} else {
this.gain.disconnect( this.context.destination );
}
this.filter = value;
this.gain.connect( this.filter );
this.filter.connect( this.context.destination );
return this;
}
/**
* Returns the applications master volume.
*
* @return {number} The master volume.
*/
getMasterVolume() {
return this.gain.gain.value;
}
/**
* Sets the applications master volume. This volume setting affects
* all audio nodes in the scene.
*
* @param {number} value - The master volume to set.
* @return {AudioListener} A reference to this listener.
*/
setMasterVolume( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
this._timer.update();
const listener = this.context.listener;
this.timeDelta = this._timer.getDelta();
this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
// the initial forward and up directions must be orthogonal
_forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
_up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
if ( listener.positionX ) {
// code path for Chrome (see #14393)
const endTime = this.context.currentTime + this.timeDelta;
listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
listener.upX.linearRampToValueAtTime( _up.x, endTime );
listener.upY.linearRampToValueAtTime( _up.y, endTime );
listener.upZ.linearRampToValueAtTime( _up.z, endTime );
} else {
listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
}
}
}
/**
* Represents a non-positional ( global ) audio object.
*
* This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
*
* ```js
* // create an AudioListener and add it to the camera
* const listener = new THREE.AudioListener();
* camera.add( listener );
*
* // create a global audio source
* const sound = new THREE.Audio( listener );
*
* // load a sound and set it as the Audio object's buffer
* const audioLoader = new THREE.AudioLoader();
* audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
* sound.setBuffer( buffer );
* sound.setLoop( true );
* sound.setVolume( 0.5 );
* sound.play();
* });
* ```
*
* @augments Object3D
*/
class Audio extends Object3D {
/**
* Constructs a new audio.
*
* @param {AudioListener} listener - The global audio listener.
*/
constructor( listener ) {
super();
this.type = 'Audio';
/**
* The global audio listener.
*
* @type {AudioListener}
* @readonly
*/
this.listener = listener;
/**
* The audio context.
*
* @type {AudioContext}
* @readonly
*/
this.context = listener.context;
/**
* The gain node used for volume control.
*
* @type {GainNode}
* @readonly
*/
this.gain = this.context.createGain();
this.gain.connect( listener.getInput() );
/**
* Whether to start playback automatically or not.
*
* @type {boolean}
* @default false
*/
this.autoplay = false;
/**
* A reference to an audio buffer.
*
* Defined via {@link Audio#setBuffer}.
*
* @type {?AudioBuffer}
* @default null
* @readonly
*/
this.buffer = null;
/**
* Modify pitch, measured in cents. +/- 100 is a semitone.
* +/- 1200 is an octave.
*
* Defined via {@link Audio#setDetune}.
*
* @type {number}
* @default 0
* @readonly
*/
this.detune = 0;
/**
* Whether the audio should loop or not.
*
* Defined via {@link Audio#setLoop}.
*
* @type {boolean}
* @default false
* @readonly
*/
this.loop = false;
/**
* Defines where in the audio buffer the replay should
* start, in seconds.
*
* @type {number}
* @default 0
*/
this.loopStart = 0;
/**
* Defines where in the audio buffer the replay should
* stop, in seconds.
*
* @type {number}
* @default 0
*/
this.loopEnd = 0;
/**
* An offset to the time within the audio buffer the playback
* should begin, in seconds.
*
* @type {number}
* @default 0
*/
this.offset = 0;
/**
* Overrides the default duration of the audio.
*
* @type {undefined|number}
* @default undefined
*/
this.duration = undefined;
/**
* The playback speed.
*
* Defined via {@link Audio#setPlaybackRate}.
*
* @type {number}
* @readonly
* @default 1
*/
this.playbackRate = 1;
/**
* Indicates whether the audio is playing or not.
*
* This flag will be automatically set when using {@link Audio#play},
* {@link Audio#pause}, {@link Audio#stop}.
*
* @type {boolean}
* @readonly
* @default false
*/
this.isPlaying = false;
/**
* Indicates whether the audio playback can be controlled
* with method like {@link Audio#play} or {@link Audio#pause}.
*
* This flag will be automatically set when audio sources are
* defined.
*
* @type {boolean}
* @readonly
* @default true
*/
this.hasPlaybackControl = true;
/**
* Holds a reference to the current audio source.
*
* The property is automatically by one of the `set*()` methods.
*
* @type {?AudioNode}
* @readonly
* @default null
*/
this.source = null;
/**
* Defines the source type.
*
* The property is automatically set by one of the `set*()` methods.
*
* @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
* @readonly
* @default 'empty'
*/
this.sourceType = 'empty';
this._startedAt = 0;
this._progress = 0;
this._connected = false;
/**
* Can be used to apply a variety of low-order filters to create
* more complex sound effects e.g. via `BiquadFilterNode`.
*
* The property is automatically set by {@link Audio#setFilters}.
*
* @type {Array<AudioNode>}
* @readonly
*/
this.filters = [];
}
/**
* Returns the output audio node.
*
* @return {GainNode} The output node.
*/
getOutput() {
return this.gain;
}
/**
* Sets the given audio node as the source of this instance.
*
* {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
*
* @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
* @return {Audio} A reference to this instance.
*/
setNodeSource( audioNode ) {
this.hasPlaybackControl = false;
this.sourceType = 'audioNode';
this.source = audioNode;
this.connect();
return this;
}
/**
* Sets the given media element as the source of this instance.
*
* {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
*
* @param {HTMLMediaElement} mediaElement - The media element.
* @return {Audio} A reference to this instance.
*/
setMediaElementSource( mediaElement ) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaNode';
this.source = this.context.createMediaElementSource( mediaElement );
this.connect();
return this;
}
/**
* Sets the given media stream as the source of this instance.
*
* {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
*
* @param {MediaStream} mediaStream - The media stream.
* @return {Audio} A reference to this instance.
*/
setMediaStreamSource( mediaStream ) {
this.hasPlaybackControl = false;
this.sourceType = 'mediaStreamNode';
this.source = this.context.createMediaStreamSource( mediaStream );
this.connect();
return this;
}
/**
* Sets the given audio buffer as the source of this instance.
*
* {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
*
* @param {AudioBuffer} audioBuffer - The audio buffer.
* @return {Audio} A reference to this instance.
*/
setBuffer( audioBuffer ) {
this.buffer = audioBuffer;
this.sourceType = 'buffer';
if ( this.autoplay ) this.play();
return this;
}
/**
* Starts the playback of the audio.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
* @return {Audio|undefined} A reference to this instance.
*/
play( delay = 0 ) {
if ( this.isPlaying === true ) {
warn( 'Audio: Audio is already playing.' );
return;
}
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return;
}
this._startedAt = this.context.currentTime + delay;
const source = this.context.createBufferSource();
source.buffer = this.buffer;
source.loop = this.loop;
source.loopStart = this.loopStart;
source.loopEnd = this.loopEnd;
source.onended = this.onEnded.bind( this );
source.start( this._startedAt, this._progress + this.offset, this.duration );
this.isPlaying = true;
this.source = source;
this.setDetune( this.detune );
this.setPlaybackRate( this.playbackRate );
return this.connect();
}
/**
* Pauses the playback of the audio.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @return {Audio|undefined} A reference to this instance.
*/
pause() {
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return;
}
if ( this.isPlaying === true ) {
// update current progress
this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
if ( this.loop === true ) {
// ensure _progress does not exceed duration with looped audios
this._progress = this._progress % ( this.duration || this.buffer.duration );
}
this.source.stop();
this.source.onended = null;
this.isPlaying = false;
}
return this;
}
/**
* Stops the playback of the audio.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
* @return {Audio|undefined} A reference to this instance.
*/
stop( delay = 0 ) {
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return;
}
this._progress = 0;
if ( this.source !== null ) {
this.source.stop( this.context.currentTime + delay );
this.source.onended = null;
}
this.isPlaying = false;
return this;
}
/**
* Connects to the audio source. This is used internally on
* initialisation and when setting / removing filters.
*
* @return {Audio} A reference to this instance.
*/
connect() {
if ( this.filters.length > 0 ) {
this.source.connect( this.filters[ 0 ] );
for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].connect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
} else {
this.source.connect( this.getOutput() );
}
this._connected = true;
return this;
}
/**
* Disconnects to the audio source. This is used internally on
* initialisation and when setting / removing filters.
*
* @return {Audio|undefined} A reference to this instance.
*/
disconnect() {
if ( this._connected === false ) {
return;
}
if ( this.filters.length > 0 ) {
this.source.disconnect( this.filters[ 0 ] );
for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
} else {
this.source.disconnect( this.getOutput() );
}
this._connected = false;
return this;
}
/**
* Returns the current set filters.
*
* @return {Array<AudioNode>} The list of filters.
*/
getFilters() {
return this.filters;
}
/**
* Sets an array of filters and connects them with the audio source.
*
* @param {Array<AudioNode>} [value] - A list of filters.
* @return {Audio} A reference to this instance.
*/
setFilters( value ) {
if ( ! value ) value = [];
if ( this._connected === true ) {
this.disconnect();
this.filters = value.slice();
this.connect();
} else {
this.filters = value.slice();
}
return this;
}
/**
* Defines the detuning of oscillation in cents.
*
* @param {number} value - The detuning of oscillation in cents.
* @return {Audio} A reference to this instance.
*/
setDetune( value ) {
this.detune = value;
if ( this.isPlaying === true && this.source.detune !== undefined ) {
this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
}
return this;
}
/**
* Returns the detuning of oscillation in cents.
*
* @return {number} The detuning of oscillation in cents.
*/
getDetune() {
return this.detune;
}
/**
* Returns the first filter in the list of filters.
*
* @return {AudioNode|undefined} The first filter in the list of filters.
*/
getFilter() {
return this.getFilters()[ 0 ];
}
/**
* Applies a single filter node to the audio.
*
* @param {AudioNode} [filter] - The filter to set.
* @return {Audio} A reference to this instance.
*/
setFilter( filter ) {
return this.setFilters( filter ? [ filter ] : [] );
}
/**
* Sets the playback rate.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @param {number} [value] - The playback rate to set.
* @return {Audio|undefined} A reference to this instance.
*/
setPlaybackRate( value ) {
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return;
}
this.playbackRate = value;
if ( this.isPlaying === true ) {
this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
}
return this;
}
/**
* Returns the current playback rate.
* @return {number} The playback rate.
*/
getPlaybackRate() {
return this.playbackRate;
}
/**
* Automatically called when playback finished.
*/
onEnded() {
this.isPlaying = false;
this._progress = 0;
}
/**
* Returns the loop flag.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @return {boolean} Whether the audio should loop or not.
*/
getLoop() {
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return false;
}
return this.loop;
}
/**
* Sets the loop flag.
*
* Can only be used with compatible audio sources that allow playback control.
*
* @param {boolean} value - Whether the audio should loop or not.
* @return {Audio|undefined} A reference to this instance.
*/
setLoop( value ) {
if ( this.hasPlaybackControl === false ) {
warn( 'Audio: this Audio has no playback control.' );
return;
}
this.loop = value;
if ( this.isPlaying === true ) {
this.source.loop = this.loop;
}
return this;
}
/**
* Sets the loop start value which defines where in the audio buffer the replay should
* start, in seconds.
*
* @param {number} value - The loop start value.
* @return {Audio} A reference to this instance.
*/
setLoopStart( value ) {
this.loopStart = value;
return this;
}
/**
* Sets the loop end value which defines where in the audio buffer the replay should
* stop, in seconds.
*
* @param {number} value - The loop end value.
* @return {Audio} A reference to this instance.
*/
setLoopEnd( value ) {
this.loopEnd = value;
return this;
}
/**
* Returns the volume.
*
* @return {number} The volume.
*/
getVolume() {
return this.gain.gain.value;
}
/**
* Sets the volume.
*
* @param {number} value - The volume to set.
* @return {Audio} A reference to this instance.
*/
setVolume( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.sourceType !== 'buffer' ) {
warn( 'Audio: Audio source type cannot be copied.' );
return this;
}
this.autoplay = source.autoplay;
this.buffer = source.buffer;
this.detune = source.detune;
this.loop = source.loop;
this.loopStart = source.loopStart;
this.loopEnd = source.loopEnd;
this.offset = source.offset;
this.duration = source.duration;
this.playbackRate = source.playbackRate;
this.hasPlaybackControl = source.hasPlaybackControl;
this.sourceType = source.sourceType;
this.filters = source.filters.slice();
return this;
}
clone( recursive ) {
return new this.constructor( this.listener ).copy( this, recursive );
}
}
const _position = /*@__PURE__*/ new Vector3();
const _quaternion = /*@__PURE__*/ new Quaternion();
const _scale = /*@__PURE__*/ new Vector3();
const _orientation = /*@__PURE__*/ new Vector3();
/**
* Represents a positional audio object.
*
* ```js
* // create an AudioListener and add it to the camera
* const listener = new THREE.AudioListener();
* camera.add( listener );
*
* // create the PositionalAudio object (passing in the listener)
* const sound = new THREE.PositionalAudio( listener );
*
* // load a sound and set it as the PositionalAudio object's buffer
* const audioLoader = new THREE.AudioLoader();
* audioLoader.load( 'sounds/song.ogg', function( buffer ) {
* sound.setBuffer( buffer );
* sound.setRefDistance( 20 );
* sound.play();
* });
*
* // create an object for the sound to play from
* const sphere = new THREE.SphereGeometry( 20, 32, 16 );
* const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
* const mesh = new THREE.Mesh( sphere, material );
* scene.add( mesh );
*
* // finally add the sound to the mesh
* mesh.add( sound );
*
* @augments Audio
*/
class PositionalAudio extends Audio {
/**
* Constructs a positional audio.
*
* @param {AudioListener} listener - The global audio listener.
*/
constructor( listener ) {
super( listener );
/**
* The panner node represents the location, direction, and behavior of an audio
* source in 3D space.
*
* @type {PannerNode}
* @readonly
*/
this.panner = this.context.createPanner();
this.panner.panningModel = 'HRTF';
this.panner.connect( this.gain );
}
connect() {
super.connect();
this.panner.connect( this.gain );
return this;
}
disconnect() {
super.disconnect();
this.panner.disconnect( this.gain );
return this;
}
getOutput() {
return this.panner;
}
/**
* Returns the current reference distance.
*
* @return {number} The reference distance.
*/
getRefDistance() {
return this.panner.refDistance;
}
/**
* Defines the reference distance for reducing volume as the audio source moves
* further from the listener – i.e. the distance at which the volume reduction
* starts taking effect.
*
* @param {number} value - The reference distance to set.
* @return {PositionalAudio} A reference to this instance.
*/
setRefDistance( value ) {
this.panner.refDistance = value;
return this;
}
/**
* Returns the current rolloff factor.
*
* @return {number} The rolloff factor.
*/
getRolloffFactor() {
return this.panner.rolloffFactor;
}
/**
* Defines how quickly the volume is reduced as the source moves away from the listener.
*
* @param {number} value - The rolloff factor.
* @return {PositionalAudio} A reference to this instance.
*/
setRolloffFactor( value ) {
this.panner.rolloffFactor = value;
return this;
}
/**
* Returns the current distance model.
*
* @return {('linear'|'inverse'|'exponential')} The distance model.
*/
getDistanceModel() {
return this.panner.distanceModel;
}
/**
* Defines which algorithm to use to reduce the volume of the audio source
* as it moves away from the listener.
*
* Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
* for more details.
*
* @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
* @return {PositionalAudio} A reference to this instance.
*/
setDistanceModel( value ) {
this.panner.distanceModel = value;
return this;
}
/**
* Returns the current max distance.
*
* @return {number} The max distance.
*/
getMaxDistance() {
return this.panner.maxDistance;
}
/**
* Defines the maximum distance between the audio source and the listener,
* after which the volume is not reduced any further.
*
* This value is used only by the `linear` distance model.
*
* @param {number} value - The max distance.
* @return {PositionalAudio} A reference to this instance.
*/
setMaxDistance( value ) {
this.panner.maxDistance = value;
return this;
}
/**
* Sets the directional cone in which the audio can be listened.
*
* @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
* @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter.
* @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
* @return {PositionalAudio} A reference to this instance.
*/
setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
this.panner.coneInnerAngle = coneInnerAngle;
this.panner.coneOuterAngle = coneOuterAngle;
this.panner.coneOuterGain = coneOuterGain;
return this;
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
this.matrixWorld.decompose( _position, _quaternion, _scale );
_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
const panner = this.panner;
if ( panner.positionX ) {
// code path for Chrome and Firefox (see #14393)
const endTime = this.context.currentTime + this.listener.timeDelta;
panner.positionX.linearRampToValueAtTime( _position.x, endTime );
panner.positionY.linearRampToValueAtTime( _position.y, endTime );
panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
} else {
panner.setPosition( _position.x, _position.y, _position.z );
panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
}
}
}
/**
* This class can be used to analyse audio data.
*
* ```js
* // create an AudioListener and add it to the camera
* const listener = new THREE.AudioListener();
* camera.add( listener );
*
* // create an Audio source
* const sound = new THREE.Audio( listener );
*
* // load a sound and set it as the Audio object's buffer
* const audioLoader = new THREE.AudioLoader();
* audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
* sound.setBuffer( buffer );
* sound.setLoop(true);
* sound.setVolume(0.5);
* sound.play();
* });
*
* // create an AudioAnalyser, passing in the sound and desired fftSize
* const analyser = new THREE.AudioAnalyser( sound, 32 );
*
* // get the average frequency of the sound
* const data = analyser.getAverageFrequency();
* ```
*/
class AudioAnalyser {
/**
* Constructs a new audio analyzer.
*
* @param {Audio} audio - The audio to analyze.
* @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
*/
constructor( audio, fftSize = 2048 ) {
/**
* The global audio listener.
*
* @type {AnalyserNode}
*/
this.analyser = audio.context.createAnalyser();
this.analyser.fftSize = fftSize;
/**
* Holds the analyzed data.
*
* @type {Uint8Array}
*/
this.data = new Uint8Array( this.analyser.frequencyBinCount );
audio.getOutput().connect( this.analyser );
}
/**
* Returns an array with frequency data of the audio.
*
* Each item in the array represents the decibel value for a specific frequency.
* The frequencies are spread linearly from 0 to 1/2 of the sample rate.
* For example, for 48000 sample rate, the last item of the array will represent
* the decibel value for 24000 Hz.
*
* @return {Uint8Array} The frequency data.
*/
getFrequencyData() {
this.analyser.getByteFrequencyData( this.data );
return this.data;
}
/**
* Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
*
* @return {number} The average frequency.
*/
getAverageFrequency() {
let value = 0;
const data = this.getFrequencyData();
for ( let i = 0; i < data.length; i ++ ) {
value += data[ i ];
}
return value / data.length;
}
}
/**
* Buffered scene graph property that allows weighted accumulation; used internally.
*/
class PropertyMixer {
/**
* Constructs a new property mixer.
*
* @param {PropertyBinding} binding - The property binding.
* @param {string} typeName - The keyframe track type name.
* @param {number} valueSize - The keyframe track value size.
*/
constructor( binding, typeName, valueSize ) {
/**
* The property binding.
*
* @type {PropertyBinding}
*/
this.binding = binding;
/**
* The keyframe track value size.
*
* @type {number}
*/
this.valueSize = valueSize;
let mixFunction,
mixFunctionAdditive,
setIdentity;
// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
//
// interpolators can use .buffer as their .result
// the data then goes to 'incoming'
//
// 'accu0' and 'accu1' are used frame-interleaved for
// the cumulative result and are compared to detect
// changes
//
// 'orig' stores the original state of the property
//
// 'add' is used for additive cumulative results
//
// 'work' is optional and is only present for quaternion types. It is used
// to store intermediate quaternion multiplication results
switch ( typeName ) {
case 'quaternion':
mixFunction = this._slerp;
mixFunctionAdditive = this._slerpAdditive;
setIdentity = this._setAdditiveIdentityQuaternion;
this.buffer = new Float64Array( valueSize * 6 );
this._workIndex = 5;
break;
case 'string':
case 'bool':
mixFunction = this._select;
// Use the regular mix function and for additive on these types,
// additive is not relevant for non-numeric types
mixFunctionAdditive = this._select;
setIdentity = this._setAdditiveIdentityOther;
this.buffer = new Array( valueSize * 5 );
break;
default:
mixFunction = this._lerp;
mixFunctionAdditive = this._lerpAdditive;
setIdentity = this._setAdditiveIdentityNumeric;
this.buffer = new Float64Array( valueSize * 5 );
}
this._mixBufferRegion = mixFunction;
this._mixBufferRegionAdditive = mixFunctionAdditive;
this._setIdentity = setIdentity;
this._origIndex = 3;
this._addIndex = 4;
/**
* Accumulated weight of the property binding.
*
* @type {number}
* @default 0
*/
this.cumulativeWeight = 0;
/**
* Accumulated additive weight of the property binding.
*
* @type {number}
* @default 0
*/
this.cumulativeWeightAdditive = 0;
/**
* Number of active keyframe tracks currently using this property binding.
*
* @type {number}
* @default 0
*/
this.useCount = 0;
/**
* Number of keyframe tracks referencing this property binding.
*
* @type {number}
* @default 0
*/
this.referenceCount = 0;
}
/**
* Accumulates data in the `incoming` region into `accu<i>`.
*
* @param {number} accuIndex - The accumulation index.
* @param {number} weight - The weight.
*/
accumulate( accuIndex, weight ) {
// note: happily accumulating nothing when weight = 0, the caller knows
// the weight and shouldn't have made the call in the first place
const buffer = this.buffer,
stride = this.valueSize,
offset = accuIndex * stride + stride;
let currentWeight = this.cumulativeWeight;
if ( currentWeight === 0 ) {
// accuN := incoming * weight
for ( let i = 0; i !== stride; ++ i ) {
buffer[ offset + i ] = buffer[ i ];
}
currentWeight = weight;
} else {
// accuN := accuN + incoming * weight
currentWeight += weight;
const mix = weight / currentWeight;
this._mixBufferRegion( buffer, offset, 0, mix, stride );
}
this.cumulativeWeight = currentWeight;
}
/**
* Accumulates data in the `incoming` region into `add`.
*
* @param {number} weight - The weight.
*/
accumulateAdditive( weight ) {
const buffer = this.buffer,
stride = this.valueSize,
offset = stride * this._addIndex;
if ( this.cumulativeWeightAdditive === 0 ) {
// add = identity
this._setIdentity();
}
// add := add + incoming * weight
this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
this.cumulativeWeightAdditive += weight;
}
/**
* Applies the state of `accu<i>` to the binding when accus differ.
*
* @param {number} accuIndex - The accumulation index.
*/
apply( accuIndex ) {
const stride = this.valueSize,
buffer = this.buffer,
offset = accuIndex * stride + stride,
weight = this.cumulativeWeight,
weightAdditive = this.cumulativeWeightAdditive,
binding = this.binding;
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
if ( weight < 1 ) {
// accuN := accuN + original * ( 1 - cumulativeWeight )
const originalValueOffset = stride * this._origIndex;
this._mixBufferRegion(
buffer, offset, originalValueOffset, 1 - weight, stride );
}
if ( weightAdditive > 0 ) {
// accuN := accuN + additive accuN
this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
}
for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
if ( buffer[ i ] !== buffer[ i + stride ] ) {
// value has changed -> update scene graph
binding.setValue( buffer, offset );
break;
}
}
}
/**
* Remembers the state of the bound property and copy it to both accus.
*/
saveOriginalState() {
const binding = this.binding;
const buffer = this.buffer,
stride = this.valueSize,
originalValueOffset = stride * this._origIndex;
binding.getValue( buffer, originalValueOffset );
// accu[0..1] := orig -- initially detect changes against the original
for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
}
// Add to identity for additive
this._setIdentity();
this.cumulativeWeight = 0;
this.cumulativeWeightAdditive = 0;
}
/**
* Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
*/
restoreOriginalState() {
const originalValueOffset = this.valueSize * 3;
this.binding.setValue( this.buffer, originalValueOffset );
}
// internals
_setAdditiveIdentityNumeric() {
const startIndex = this._addIndex * this.valueSize;
const endIndex = startIndex + this.valueSize;
for ( let i = startIndex; i < endIndex; i ++ ) {
this.buffer[ i ] = 0;
}
}
_setAdditiveIdentityQuaternion() {
this._setAdditiveIdentityNumeric();
this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
}
_setAdditiveIdentityOther() {
const startIndex = this._origIndex * this.valueSize;
const targetIndex = this._addIndex * this.valueSize;
for ( let i = 0; i < this.valueSize; i ++ ) {
this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
}
}
// mix functions
_select( buffer, dstOffset, srcOffset, t, stride ) {
if ( t >= 0.5 ) {
for ( let i = 0; i !== stride; ++ i ) {
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
}
}
}
_slerp( buffer, dstOffset, srcOffset, t ) {
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
}
_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
const workOffset = this._workIndex * stride;
// Store result in intermediate buffer offset
Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
// Slerp to the intermediate result
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
}
_lerp( buffer, dstOffset, srcOffset, t, stride ) {
const s = 1 - t;
for ( let i = 0; i !== stride; ++ i ) {
const j = dstOffset + i;
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
}
}
_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
for ( let i = 0; i !== stride; ++ i ) {
const j = dstOffset + i;
buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
}
}
}
// Characters [].:/ are reserved for track binding syntax.
const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
// Attempts to allow node names from any language. ES5's `\w` regexp matches
// only latin characters, and the unicode \p{L} is not yet supported. So
// instead, we exclude reserved characters and match everything else.
const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
// Parent directories, delimited by '/' or ':'. Currently unused, but must
// be matched to parse the rest of the track name.
const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
// Object on target node, and accessor. May not contain reserved
// characters. Accessor may contain any character except closing bracket.
const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
// Property and accessor. May not contain reserved characters. Accessor may
// contain any non-bracket characters.
const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
const _trackRe = new RegExp( ''
+ '^'
+ _directoryRe
+ _nodeRe
+ _objectRe
+ _propertyRe
+ '$'
);
const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
class Composite {
constructor( targetGroup, path, optionalParsedPath ) {
const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
this._targetGroup = targetGroup;
this._bindings = targetGroup.subscribe_( path, parsedPath );
}
getValue( array, offset ) {
this.bind(); // bind all binding
const firstValidIndex = this._targetGroup.nCachedObjects_,
binding = this._bindings[ firstValidIndex ];
// and only call .getValue on the first
if ( binding !== undefined ) binding.getValue( array, offset );
}
setValue( array, offset ) {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].setValue( array, offset );
}
}
bind() {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].bind();
}
}
unbind() {
const bindings = this._bindings;
for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].unbind();
}
}
}
// Note: This class uses a State pattern on a per-method basis:
// 'bind' sets 'this.getValue' / 'setValue' and shadows the
// prototype version of these methods with one that represents
// the bound state. When the property is not found, the methods
// become no-ops.
/**
* This holds a reference to a real property in the scene graph; used internally.
*/
class PropertyBinding {
/**
* Constructs a new property binding.
*
* @param {Object} rootNode - The root node.
* @param {string} path - The path.
* @param {?Object} [parsedPath] - The parsed path.
*/
constructor( rootNode, path, parsedPath ) {
/**
* The object path to the animated property.
*
* @type {string}
*/
this.path = path;
/**
* An object holding information about the path.
*
* @type {Object}
*/
this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
/**
* The object owns the animated property.
*
* @type {?Object}
*/
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
/**
* The root node.
*
* @type {Object3D|Skeleton}
*/
this.rootNode = rootNode;
// initial state of these methods that calls 'bind'
this.getValue = this._getValue_unbound;
this.setValue = this._setValue_unbound;
}
/**
* Factory method for creating a property binding from the given parameters.
*
* @static
* @param {Object} root - The root node.
* @param {string} path - The path.
* @param {?Object} [parsedPath] - The parsed path.
* @return {PropertyBinding|Composite} The created property binding or composite.
*/
static create( root, path, parsedPath ) {
if ( ! ( root && root.isAnimationObjectGroup ) ) {
return new PropertyBinding( root, path, parsedPath );
} else {
return new PropertyBinding.Composite( root, path, parsedPath );
}
}
/**
* Replaces spaces with underscores and removes unsupported characters from
* node names, to ensure compatibility with parseTrackName().
*
* @param {string} name - Node name to be sanitized.
* @return {string} The sanitized node name.
*/
static sanitizeNodeName( name ) {
return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
}
/**
* Parses the given track name (an object path to an animated property) and
* returns an object with information about the path. Matches strings in the following forms:
*
* - nodeName.property
* - nodeName.property[accessor]
* - nodeName.material.property[accessor]
* - uuid.property[accessor]
* - uuid.objectName[objectIndex].propertyName[propertyIndex]
* - parentName/nodeName.property
* - parentName/parentName/nodeName.property[index]
* - .bone[Armature.DEF_cog].position
* - scene:helium_balloon_model:helium_balloon_model.position
*
* @static
* @param {string} trackName - The track name to parse.
* @return {Object} The parsed track name as an object.
*/
static parseTrackName( trackName ) {
const matches = _trackRe.exec( trackName );
if ( matches === null ) {
throw new Error( 'THREE.PropertyBinding: Cannot parse trackName: ' + trackName );
}
const results = {
// directoryName: matches[ 1 ], // (tschw) currently unused
nodeName: matches[ 2 ],
objectName: matches[ 3 ],
objectIndex: matches[ 4 ],
propertyName: matches[ 5 ], // required
propertyIndex: matches[ 6 ]
};
const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
if ( lastDot !== undefined && lastDot !== -1 ) {
const objectName = results.nodeName.substring( lastDot + 1 );
// Object names must be checked against an allowlist. Otherwise, there
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
// 'bar' could be the objectName, or part of a nodeName (which can
// include '.' characters).
if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
results.nodeName = results.nodeName.substring( 0, lastDot );
results.objectName = objectName;
}
}
if ( results.propertyName === null || results.propertyName.length === 0 ) {
throw new Error( 'THREE.PropertyBinding: can not parse propertyName from trackName: ' + trackName );
}
return results;
}
/**
* Searches for a node in the hierarchy of the given root object by the given
* node name.
*
* @static
* @param {Object} root - The root object.
* @param {string|number} nodeName - The name of the node.
* @return {?Object} The found node. Returns `null` if no object was found.
*/
static findNode( root, nodeName ) {
if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
return root;
}
// search into skeleton bones.
if ( root.skeleton ) {
const bone = root.skeleton.getBoneByName( nodeName );
if ( bone !== undefined ) {
return bone;
}
}
// search into node subtree.
if ( root.children ) {
const searchNodeSubtree = function ( children ) {
for ( let i = 0; i < children.length; i ++ ) {
const childNode = children[ i ];
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
return childNode;
}
const result = searchNodeSubtree( childNode.children );
if ( result ) return result;
}
return null;
};
const subTreeNode = searchNodeSubtree( root.children );
if ( subTreeNode ) {
return subTreeNode;
}
}
return null;
}
// these are used to "bind" a nonexistent property
_getValue_unavailable() {}
_setValue_unavailable() {}
// Getters
_getValue_direct( buffer, offset ) {
buffer[ offset ] = this.targetObject[ this.propertyName ];
}
_getValue_array( buffer, offset ) {
const source = this.resolvedProperty;
for ( let i = 0, n = source.length; i !== n; ++ i ) {
buffer[ offset ++ ] = source[ i ];
}
}
_getValue_arrayElement( buffer, offset ) {
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
}
_getValue_toArray( buffer, offset ) {
this.resolvedProperty.toArray( buffer, offset );
}
// Direct
_setValue_direct( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
}
_setValue_direct_setNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
this.targetObject.needsUpdate = true;
}
_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
this.targetObject.matrixWorldNeedsUpdate = true;
}
// EntireArray
_setValue_array( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
}
_setValue_array_setNeedsUpdate( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.needsUpdate = true;
}
_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
const dest = this.resolvedProperty;
for ( let i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.matrixWorldNeedsUpdate = true;
}
// ArrayElement
_setValue_arrayElement( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
}
_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
this.targetObject.needsUpdate = true;
}
_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
this.targetObject.matrixWorldNeedsUpdate = true;
}
// HasToFromArray
_setValue_fromArray( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
}
_setValue_fromArray_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
this.targetObject.needsUpdate = true;
}
_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
this.targetObject.matrixWorldNeedsUpdate = true;
}
_getValue_unbound( targetArray, offset ) {
this.bind();
this.getValue( targetArray, offset );
}
_setValue_unbound( sourceArray, offset ) {
this.bind();
this.setValue( sourceArray, offset );
}
/**
* Creates a getter / setter pair for the property tracked by this binding.
*/
bind() {
let targetObject = this.node;
const parsedPath = this.parsedPath;
const objectName = parsedPath.objectName;
const propertyName = parsedPath.propertyName;
let propertyIndex = parsedPath.propertyIndex;
if ( ! targetObject ) {
targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
this.node = targetObject;
}
// set fail state so we can just 'return' on error
this.getValue = this._getValue_unavailable;
this.setValue = this._setValue_unavailable;
// ensure there is a value node
if ( ! targetObject ) {
warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
return;
}
if ( objectName ) {
let objectIndex = parsedPath.objectIndex;
// special cases were we need to reach deeper into the hierarchy to get the face materials....
switch ( objectName ) {
case 'materials':
if ( ! targetObject.material ) {
error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.materials ) {
error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
return;
}
targetObject = targetObject.material.materials;
break;
case 'bones':
if ( ! targetObject.skeleton ) {
error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
return;
}
// potential future optimization: skip this if propertyIndex is already an integer
// and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones;
// support resolving morphTarget names into indices.
for ( let i = 0; i < targetObject.length; i ++ ) {
if ( targetObject[ i ].name === objectIndex ) {
objectIndex = i;
break;
}
}
break;
case 'map':
if ( 'map' in targetObject ) {
targetObject = targetObject.map;
break;
}
if ( ! targetObject.material ) {
error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.map ) {
error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
return;
}
targetObject = targetObject.material.map;
break;
default:
if ( targetObject[ objectName ] === undefined ) {
error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
return;
}
targetObject = targetObject[ objectName ];
}
if ( objectIndex !== undefined ) {
if ( targetObject[ objectIndex ] === undefined ) {
error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
return;
}
targetObject = targetObject[ objectIndex ];
}
}
// resolve property
const nodeProperty = targetObject[ propertyName ];
if ( nodeProperty === undefined ) {
const nodeName = parsedPath.nodeName;
error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
'.' + propertyName + ' but it wasn\'t found.', targetObject );
return;
}
// determine versioning scheme
let versioning = this.Versioning.None;
this.targetObject = targetObject;
if ( targetObject.isMaterial === true ) {
versioning = this.Versioning.NeedsUpdate;
} else if ( targetObject.isObject3D === true ) {
versioning = this.Versioning.MatrixWorldNeedsUpdate;
}
// determine how the property gets bound
let bindingType = this.BindingType.Direct;
if ( propertyIndex !== undefined ) {
// access a sub element of the property array (only primitives are supported right now)
if ( propertyName === 'morphTargetInfluences' ) {
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
// support resolving morphTarget names into indices.
if ( ! targetObject.geometry ) {
error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
return;
}
if ( ! targetObject.geometry.morphAttributes ) {
error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
return;
}
if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
}
}
bindingType = this.BindingType.ArrayElement;
this.resolvedProperty = nodeProperty;
this.propertyIndex = propertyIndex;
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray;
this.resolvedProperty = nodeProperty;
} else if ( Array.isArray( nodeProperty ) ) {
bindingType = this.BindingType.EntireArray;
this.resolvedProperty = nodeProperty;
} else {
this.propertyName = propertyName;
}
// select getter / setter
this.getValue = this.GetterByBindingType[ bindingType ];
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
}
/**
* Unbinds the property.
*/
unbind() {
this.node = null;
// back to the prototype version of getValue / setValue
// note: avoiding to mutate the shape of 'this' via 'delete'
this.getValue = this._getValue_unbound;
this.setValue = this._setValue_unbound;
}
}
PropertyBinding.Composite = Composite;
PropertyBinding.prototype.BindingType = {
Direct: 0,
EntireArray: 1,
ArrayElement: 2,
HasFromToArray: 3
};
PropertyBinding.prototype.Versioning = {
None: 0,
NeedsUpdate: 1,
MatrixWorldNeedsUpdate: 2
};
PropertyBinding.prototype.GetterByBindingType = [
PropertyBinding.prototype._getValue_direct,
PropertyBinding.prototype._getValue_array,
PropertyBinding.prototype._getValue_arrayElement,
PropertyBinding.prototype._getValue_toArray,
];
PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
[
// Direct
PropertyBinding.prototype._setValue_direct,
PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
], [
// EntireArray
PropertyBinding.prototype._setValue_array,
PropertyBinding.prototype._setValue_array_setNeedsUpdate,
PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
], [
// ArrayElement
PropertyBinding.prototype._setValue_arrayElement,
PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
], [
// HasToFromArray
PropertyBinding.prototype._setValue_fromArray,
PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
]
];
/**
* A group of objects that receives a shared animation state.
*
* Usage:
*
* - Add objects you would otherwise pass as 'root' to the
* constructor or the .clipAction method of AnimationMixer.
* - Instead pass this object as 'root'.
* - You can also add and remove objects later when the mixer is running.
*
* Note:
*
* - Objects of this class appear as one object to the mixer,
* so cache control of the individual objects must be done on the group.
*
* Limitation:
*
* - The animated properties must be compatible among the all objects in the group.
* - A single property can either be controlled through a target group or directly, but not both.
*/
class AnimationObjectGroup {
/**
* Constructs a new animation group.
*
* @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
*/
constructor() {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isAnimationObjectGroup = true;
/**
* The UUID of the 3D object.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
// cached objects followed by the active ones
this._objects = Array.prototype.slice.call( arguments );
this.nCachedObjects_ = 0; // threshold
// note: read by PropertyBinding.Composite
const indices = {};
this._indicesByUUID = indices; // for bookkeeping
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
indices[ arguments[ i ].uuid ] = i;
}
this._paths = []; // inside: string
this._parsedPaths = []; // inside: { we don't care, here }
this._bindings = []; // inside: Array< PropertyBinding >
this._bindingsIndicesByPath = {}; // inside: indices in these arrays
const scope = this;
this.stats = {
objects: {
get total() {
return scope._objects.length;
},
get inUse() {
return this.total - scope.nCachedObjects_;
}
},
get bindingsPerObject() {
return scope._bindings.length;
}
};
}
/**
* Adds an arbitrary number of objects to this animation group.
*
* @param {...Object3D} arguments - The 3D objects to add.
*/
add() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
nBindings = bindings.length;
let knownObject = undefined,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid;
let index = indicesByUUID[ uuid ];
if ( index === undefined ) {
// unknown object -> add it to the ACTIVE region
index = nObjects ++;
indicesByUUID[ uuid ] = index;
objects.push( object );
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
}
} else if ( index < nCachedObjects ) {
knownObject = objects[ index ];
// move existing object to the ACTIVE region
const firstActiveIndex = -- nCachedObjects,
lastCachedObject = objects[ firstActiveIndex ];
indicesByUUID[ lastCachedObject.uuid ] = index;
objects[ index ] = lastCachedObject;
indicesByUUID[ uuid ] = firstActiveIndex;
objects[ firstActiveIndex ] = object;
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
lastCached = bindingsForPath[ firstActiveIndex ];
let binding = bindingsForPath[ index ];
bindingsForPath[ index ] = lastCached;
if ( binding === undefined ) {
// since we do not bother to create new bindings
// for objects that are cached, the binding may
// or may not exist
binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
}
bindingsForPath[ firstActiveIndex ] = binding;
}
} else if ( objects[ index ] !== knownObject ) {
error( 'AnimationObjectGroup: Different objects with the same UUID ' +
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
/**
* Removes an arbitrary number of objects to this animation group
*
* @param {...Object3D} arguments - The 3D objects to remove.
*/
remove() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
bindings = this._bindings,
nBindings = bindings.length;
let nCachedObjects = this.nCachedObjects_;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid,
index = indicesByUUID[ uuid ];
if ( index !== undefined && index >= nCachedObjects ) {
// move existing object into the CACHED region
const lastCachedIndex = nCachedObjects ++,
firstActiveObject = objects[ lastCachedIndex ];
indicesByUUID[ firstActiveObject.uuid ] = index;
objects[ index ] = firstActiveObject;
indicesByUUID[ uuid ] = lastCachedIndex;
objects[ lastCachedIndex ] = object;
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
firstActive = bindingsForPath[ lastCachedIndex ],
binding = bindingsForPath[ index ];
bindingsForPath[ index ] = firstActive;
bindingsForPath[ lastCachedIndex ] = binding;
}
}
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
/**
* Deallocates all memory resources for the passed 3D objects of this animation group.
*
* @param {...Object3D} arguments - The 3D objects to uncache.
*/
uncache() {
const objects = this._objects,
indicesByUUID = this._indicesByUUID,
bindings = this._bindings,
nBindings = bindings.length;
let nCachedObjects = this.nCachedObjects_,
nObjects = objects.length;
for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
const object = arguments[ i ],
uuid = object.uuid,
index = indicesByUUID[ uuid ];
if ( index !== undefined ) {
delete indicesByUUID[ uuid ];
if ( index < nCachedObjects ) {
// object is cached, shrink the CACHED region
const firstActiveIndex = -- nCachedObjects,
lastCachedObject = objects[ firstActiveIndex ],
lastIndex = -- nObjects,
lastObject = objects[ lastIndex ];
if ( index !== firstActiveIndex ) {
// last cached object takes this object's place
indicesByUUID[ lastCachedObject.uuid ] = index;
}
objects[ index ] = lastCachedObject;
if ( firstActiveIndex !== lastIndex ) {
// last object goes to the activated slot and pop
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
}
objects[ firstActiveIndex ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
lastCached = bindingsForPath[ firstActiveIndex ],
last = bindingsForPath[ lastIndex ];
bindingsForPath[ index ] = lastCached;
bindingsForPath[ firstActiveIndex ] = last;
bindingsForPath.pop();
}
} else {
// object is active, just swap with the last and pop
const lastIndex = -- nObjects,
lastObject = objects[ lastIndex ];
if ( index !== lastIndex ) {
indicesByUUID[ lastObject.uuid ] = index;
}
objects[ index ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ];
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
bindingsForPath.pop();
}
} // cached or active
} // if object is known
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
// Internal interface used by befriended PropertyBinding.Composite:
subscribe_( path, parsedPath ) {
// returns an array of bindings for the given path that is changed
// according to the contained objects in the group
const indicesByPath = this._bindingsIndicesByPath;
let index = indicesByPath[ path ];
const bindings = this._bindings;
if ( index !== undefined ) return bindings[ index ];
const paths = this._paths,
parsedPaths = this._parsedPaths,
objects = this._objects,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_,
bindingsForPath = new Array( nObjects );
index = bindings.length;
indicesByPath[ path ] = index;
paths.push( path );
parsedPaths.push( parsedPath );
bindings.push( bindingsForPath );
for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
const object = objects[ i ];
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
}
return bindingsForPath;
}
unsubscribe_( path ) {
// tells the group to forget about a property path and no longer
// update the array previously obtained with 'subscribe_'
const indicesByPath = this._bindingsIndicesByPath,
index = indicesByPath[ path ];
if ( index !== undefined ) {
const paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
lastBindingsIndex = bindings.length - 1,
lastBindings = bindings[ lastBindingsIndex ],
lastBindingsPath = paths[ lastBindingsIndex ];
indicesByPath[ lastBindingsPath ] = index;
bindings[ index ] = lastBindings;
bindings.pop();
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
parsedPaths.pop();
paths[ index ] = paths[ lastBindingsIndex ];
paths.pop();
}
}
}
/**
* An instance of `AnimationAction` schedules the playback of an animation which is
* stored in {@link AnimationClip}.
*/
class AnimationAction {
/**
* Constructs a new animation action.
*
* @param {AnimationMixer} mixer - The mixer that is controlled by this action.
* @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
* @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
* @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
*/
constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
this._mixer = mixer;
this._clip = clip;
this._localRoot = localRoot;
/**
* Defines how the animation is blended/combined when two or more animations
* are simultaneously played.
*
* @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
*/
this.blendMode = blendMode;
const tracks = clip.tracks,
nTracks = tracks.length,
interpolants = new Array( nTracks );
const interpolantSettings = {
endingStart: ZeroCurvatureEnding,
endingEnd: ZeroCurvatureEnding
};
for ( let i = 0; i !== nTracks; ++ i ) {
const interpolant = tracks[ i ].createInterpolant( null );
interpolants[ i ] = interpolant;
interpolant.settings = interpolantSettings;
}
this._interpolantSettings = interpolantSettings;
this._interpolants = interpolants; // bound by the mixer
// inside: PropertyMixer (managed by the mixer)
this._propertyBindings = new Array( nTracks );
this._cacheIndex = null; // for the memory manager
this._byClipCacheIndex = null; // for the memory manager
this._timeScaleInterpolant = null;
this._restoreTimeScale = null;
this._weightInterpolant = null;
/**
* The loop mode, set via {@link AnimationAction#setLoop}.
*
* @type {(LoopRepeat|LoopOnce|LoopPingPong)}
* @default LoopRepeat
*/
this.loop = LoopRepeat;
this._loopCount = -1;
// global mixer time when the action is to be started
// it's set back to 'null' upon start of the action
this._startTime = null;
/**
* The local time of this action (in seconds, starting with `0`).
*
* The value gets clamped or wrapped to `[0,clip.duration]` (according to the
* loop state).
*
* @type {number}
* @default Infinity
*/
this.time = 0;
/**
* Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
* animation to pause. Negative values cause the animation to play backwards.
*
* @type {number}
* @default 1
*/
this.timeScale = 1;
this._effectiveTimeScale = 1;
/**
* The degree of influence of this action (in the interval `[0, 1]`). Values
* between `0` (no impact) and `1` (full impact) can be used to blend between
* several actions.
*
* @type {number}
* @default 1
*/
this.weight = 1;
this._effectiveWeight = 1;
/**
* The number of repetitions of the performed clip over the course of this action.
* Can be set via {@link AnimationAction#setLoop}.
*
* Setting this number has no effect if {@link AnimationAction#loop} is set to
* `THREE:LoopOnce`.
*
* @type {number}
* @default Infinity
*/
this.repetitions = Infinity;
/**
* If set to `true`, the playback of the action is paused.
*
* @type {boolean}
* @default false
*/
this.paused = false;
/**
* If set to `false`, the action is disabled so it has no impact.
*
* When the action is re-enabled, the animation continues from its current
* time (setting `enabled` to `false` doesn't reset the action).
*
* @type {boolean}
* @default true
*/
this.enabled = true;
/**
* If set to true the animation will automatically be paused on its last frame.
*
* If set to false, {@link AnimationAction#enabled} will automatically be switched
* to `false` when the last loop of the action has finished, so that this action has
* no further impact.
*
* Note: This member has no impact if the action is interrupted (it
* has only an effect if its last loop has really finished).
*
* @type {boolean}
* @default false
*/
this.clampWhenFinished = false;
/**
* Enables smooth interpolation without separate clips for start, loop and end.
*
* @type {boolean}
* @default true
*/
this.zeroSlopeAtStart = true;
/**
* Enables smooth interpolation without separate clips for start, loop and end.
*
* @type {boolean}
* @default true
*/
this.zeroSlopeAtEnd = true;
}
/**
* Starts the playback of the animation.
*
* @return {AnimationAction} A reference to this animation action.
*/
play() {
this._mixer._activateAction( this );
return this;
}
/**
* Stops the playback of the animation.
*
* @return {AnimationAction} A reference to this animation action.
*/
stop() {
this._mixer._deactivateAction( this );
return this.reset();
}
/**
* Resets the playback of the animation.
*
* @return {AnimationAction} A reference to this animation action.
*/
reset() {
this.paused = false;
this.enabled = true;
this.time = 0; // restart clip
this._loopCount = -1;// forget previous loops
this._startTime = null;// forget scheduling
return this.stopFading().stopWarping();
}
/**
* Returns `true` if the animation is running.
*
* @return {boolean} Whether the animation is running or not.
*/
isRunning() {
return this.enabled && ! this.paused && this.timeScale !== 0 &&
this._startTime === null && this._mixer._isActiveAction( this );
}
/**
* Returns `true` when {@link AnimationAction#play} has been called.
*
* @return {boolean} Whether the animation is scheduled or not.
*/
isScheduled() {
return this._mixer._isActiveAction( this );
}
/**
* Defines the time when the animation should start.
*
* @param {number} time - The start time in seconds.
* @return {AnimationAction} A reference to this animation action.
*/
startAt( time ) {
this._startTime = time;
return this;
}
/**
* Configures the loop settings for this action.
*
* @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
* @param {number} repetitions - The number of repetitions.
* @return {AnimationAction} A reference to this animation action.
*/
setLoop( mode, repetitions ) {
this.loop = mode;
this.repetitions = repetitions;
return this;
}
/**
* Sets the effective weight of this action.
*
* An action has no effect and thus an effective weight of zero when the
* action is disabled.
*
* @param {number} weight - The weight to set.
* @return {AnimationAction} A reference to this animation action.
*/
setEffectiveWeight( weight ) {
this.weight = weight;
// note: same logic as when updated at runtime
this._effectiveWeight = this.enabled ? weight : 0;
return this.stopFading();
}
/**
* Returns the effective weight of this action.
*
* @return {number} The effective weight.
*/
getEffectiveWeight() {
return this._effectiveWeight;
}
/**
* Fades the animation in by increasing its weight gradually from `0` to `1`,
* within the passed time interval.
*
* @param {number} duration - The duration of the fade.
* @return {AnimationAction} A reference to this animation action.
*/
fadeIn( duration ) {
return this._scheduleFading( duration, 0, 1 );
}
/**
* Fades the animation out by decreasing its weight gradually from `1` to `0`,
* within the passed time interval.
*
* @param {number} duration - The duration of the fade.
* @return {AnimationAction} A reference to this animation action.
*/
fadeOut( duration ) {
return this._scheduleFading( duration, 1, 0 );
}
/**
* Causes this action to fade in and the given action to fade out,
* within the passed time interval.
*
* @param {AnimationAction} fadeOutAction - The animation action to fade out.
* @param {number} duration - The duration of the fade.
* @param {boolean} [warp=false] - Whether warping should be used or not.
* @return {AnimationAction} A reference to this animation action.
*/
crossFadeFrom( fadeOutAction, duration, warp = false ) {
fadeOutAction.fadeOut( duration );
this.fadeIn( duration );
if ( warp === true ) {
const fadeInDuration = this._clip.duration,
fadeOutDuration = fadeOutAction._clip.duration,
startEndRatio = fadeOutDuration / fadeInDuration,
endStartRatio = fadeInDuration / fadeOutDuration;
fadeOutAction._restoreTimeScale = fadeOutAction.timeScale;
this._restoreTimeScale = this.timeScale;
fadeOutAction.warp( 1.0, startEndRatio, duration );
this.warp( endStartRatio, 1.0, duration );
}
return this;
}
/**
* Causes this action to fade out and the given action to fade in,
* within the passed time interval.
*
* @param {AnimationAction} fadeInAction - The animation action to fade in.
* @param {number} duration - The duration of the fade.
* @param {boolean} [warp=false] - Whether warping should be used or not.
* @return {AnimationAction} A reference to this animation action.
*/
crossFadeTo( fadeInAction, duration, warp = false ) {
return fadeInAction.crossFadeFrom( this, duration, warp );
}
/**
* Stops any fading which is applied to this action.
*
* @return {AnimationAction} A reference to this animation action.
*/
stopFading() {
const weightInterpolant = this._weightInterpolant;
if ( weightInterpolant !== null ) {
this._weightInterpolant = null;
this._mixer._takeBackControlInterpolant( weightInterpolant );
}
return this;
}
/**
* Sets the effective time scale of this action.
*
* An action has no effect and thus an effective time scale of zero when the
* action is paused.
*
* @param {number} timeScale - The time scale to set.
* @return {AnimationAction} A reference to this animation action.
*/
setEffectiveTimeScale( timeScale ) {
this.timeScale = timeScale;
this._effectiveTimeScale = this.paused ? 0 : timeScale;
return this.stopWarping();
}
/**
* Returns the effective time scale of this action.
*
* @return {number} The effective time scale.
*/
getEffectiveTimeScale() {
return this._effectiveTimeScale;
}
/**
* Sets the duration for a single loop of this action.
*
* @param {number} duration - The duration to set.
* @return {AnimationAction} A reference to this animation action.
*/
setDuration( duration ) {
this.timeScale = this._clip.duration / duration;
return this.stopWarping();
}
/**
* Synchronizes this action with the passed other action.
*
* @param {AnimationAction} action - The action to sync with.
* @return {AnimationAction} A reference to this animation action.
*/
syncWith( action ) {
this.time = action.time;
this.timeScale = action.timeScale;
return this.stopWarping();
}
/**
* Decelerates this animation's speed to `0` within the passed time interval.
*
* @param {number} duration - The duration.
* @return {AnimationAction} A reference to this animation action.
*/
halt( duration ) {
return this.warp( this._effectiveTimeScale, 0, duration );
}
/**
* Changes the playback speed, within the passed time interval, by modifying
* {@link AnimationAction#timeScale} gradually from `startTimeScale` to
* `endTimeScale`.
*
* @param {number} startTimeScale - The start time scale.
* @param {number} endTimeScale - The end time scale.
* @param {number} duration - The duration.
* @return {AnimationAction} A reference to this animation action.
*/
warp( startTimeScale, endTimeScale, duration ) {
const mixer = this._mixer,
now = mixer.time,
timeScale = this.timeScale;
let interpolant = this._timeScaleInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant();
this._timeScaleInterpolant = interpolant;
}
const times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[ 0 ] = now;
times[ 1 ] = now + duration;
values[ 0 ] = startTimeScale / timeScale;
values[ 1 ] = endTimeScale / timeScale;
return this;
}
/**
* Stops any scheduled warping which is applied to this action.
*
* @return {AnimationAction} A reference to this animation action.
*/
stopWarping() {
const timeScaleInterpolant = this._timeScaleInterpolant;
if ( timeScaleInterpolant !== null ) {
this._timeScaleInterpolant = null;
this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
}
this._restoreTimeScale = null;
return this;
}
/**
* Returns the animation mixer of this animation action.
*
* @return {AnimationMixer} The animation mixer.
*/
getMixer() {
return this._mixer;
}
/**
* Returns the animation clip of this animation action.
*
* @return {AnimationClip} The animation clip.
*/
getClip() {
return this._clip;
}
/**
* Returns the root object of this animation action.
*
* @return {Object3D} The root object.
*/
getRoot() {
return this._localRoot || this._mixer._root;
}
// Internal
_update( time, deltaTime, timeDirection, accuIndex ) {
// called by the mixer
if ( ! this.enabled ) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight( time );
return;
}
const startTime = this._startTime;
if ( startTime !== null ) {
// check for scheduled start of action
const timeRunning = ( time - startTime ) * timeDirection;
if ( timeRunning < 0 || timeDirection === 0 ) {
deltaTime = 0;
} else {
this._startTime = null; // unschedule
deltaTime = timeDirection * timeRunning;
}
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale( time );
const clipTime = this._updateTime( deltaTime );
// note: _updateTime may disable the action resulting in
// an effective weight of 0
const weight = this._updateWeight( time );
if ( weight > 0 ) {
const interpolants = this._interpolants;
const propertyMixers = this._propertyBindings;
switch ( this.blendMode ) {
case AdditiveAnimationBlendMode:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulateAdditive( weight );
}
break;
case NormalAnimationBlendMode:
default:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulate( accuIndex, weight );
}
}
}
}
_updateWeight( time ) {
let weight = 0;
if ( this.enabled ) {
weight = this.weight;
const interpolant = this._weightInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
weight *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopFading();
if ( interpolantValue === 0 ) {
// faded out, disable
this.enabled = false;
}
}
}
}
this._effectiveWeight = weight;
return weight;
}
_updateTimeScale( time ) {
let timeScale = 0;
if ( ! this.paused ) {
timeScale = this.timeScale;
const interpolant = this._timeScaleInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
timeScale *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
if ( timeScale === 0 ) {
// motion has halted, pause
this.paused = true;
} else {
if ( this._restoreTimeScale !== null ) {
timeScale = this._restoreTimeScale;
}
// warp done - apply final time scale
this.timeScale = timeScale;
}
this.stopWarping();
}
}
}
this._effectiveTimeScale = timeScale;
return timeScale;
}
_updateTime( deltaTime ) {
const duration = this._clip.duration;
const loop = this.loop;
let time = this.time + deltaTime;
let loopCount = this._loopCount;
const pingPong = ( loop === LoopPingPong );
if ( deltaTime === 0 ) {
if ( loopCount === -1 ) return time;
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
}
if ( loop === LoopOnce ) {
if ( loopCount === -1 ) {
// just started
this._loopCount = 0;
this._setEndings( true, true, false );
}
handle_stop: {
if ( time >= duration ) {
time = duration;
} else if ( time < 0 ) {
time = 0;
} else {
this.time = time;
break handle_stop;
}
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime < 0 ? -1 : 1
} );
}
} else { // repetitive Repeat or PingPong
if ( loopCount === -1 ) {
// just started
if ( deltaTime >= 0 ) {
loopCount = 0;
this._setEndings( true, this.repetitions === 0, pingPong );
} else {
// when looping in reverse direction, the initial
// transition through zero counts as a repetition,
// so leave loopCount at -1
this._setEndings( this.repetitions === 0, true, pingPong );
}
}
if ( time >= duration || time < 0 ) {
// wrap around
const loopDelta = Math.floor( time / duration ); // signed
time -= duration * loopDelta;
loopCount += Math.abs( loopDelta );
const pending = this.repetitions - loopCount;
if ( pending <= 0 ) {
// have to stop (switch state, clamp time, fire event)
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
time = deltaTime > 0 ? duration : 0;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime > 0 ? 1 : -1
} );
} else {
// keep running
if ( pending === 1 ) {
// entering the last round
const atStart = deltaTime < 0;
this._setEndings( atStart, ! atStart, pingPong );
} else {
this._setEndings( false, false, pingPong );
}
this._loopCount = loopCount;
this.time = time;
this._mixer.dispatchEvent( {
type: 'loop', action: this, loopDelta: loopDelta
} );
}
} else {
this._loopCount = loopCount;
this.time = time;
}
if ( pingPong && ( loopCount & 1 ) === 1 ) {
// invert time for the "pong round"
return duration - time;
}
}
return time;
}
_setEndings( atStart, atEnd, pingPong ) {
const settings = this._interpolantSettings;
if ( pingPong ) {
settings.endingStart = ZeroSlopeEnding;
settings.endingEnd = ZeroSlopeEnding;
} else {
// assuming for LoopOnce atStart == atEnd == true
if ( atStart ) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingStart = WrapAroundEnding;
}
if ( atEnd ) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingEnd = WrapAroundEnding;
}
}
}
_scheduleFading( duration, weightNow, weightThen ) {
const mixer = this._mixer, now = mixer.time;
let interpolant = this._weightInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant();
this._weightInterpolant = interpolant;
}
const times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[ 0 ] = now;
values[ 0 ] = weightNow;
times[ 1 ] = now + duration;
values[ 1 ] = weightThen;
return this;
}
}
const _controlInterpolantsResultBuffer = new Float32Array( 1 );
/**
* `AnimationMixer` is a player for animations on a particular object in
* the scene. When multiple objects in the scene are animated independently,
* one `AnimationMixer` may be used for each object.
*/
class AnimationMixer extends EventDispatcher {
/**
* Constructs a new animation mixer.
*
* @param {Object3D} root - The object whose animations shall be played by this mixer.
*/
constructor( root ) {
super();
this._root = root;
this._initMemoryManager();
this._accuIndex = 0;
/**
* The global mixer time (in seconds; starting with `0` on the mixer's creation).
*
* @type {number}
* @default 0
*/
this.time = 0;
/**
* A scaling factor for the global time.
*
* Note: Setting this member to `0` and later back to `1` is a
* possibility to pause/unpause all actions that are controlled by this
* mixer.
*
* @type {number}
* @default 1
*/
this.timeScale = 1.0;
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
_bindAction( action, prototypeAction ) {
const root = action._localRoot || this._root,
tracks = action._clip.tracks,
nTracks = tracks.length,
bindings = action._propertyBindings,
interpolants = action._interpolants,
rootUuid = root.uuid,
bindingsByRoot = this._bindingsByRootAndName;
let bindingsByName = bindingsByRoot[ rootUuid ];
if ( bindingsByName === undefined ) {
bindingsByName = {};
bindingsByRoot[ rootUuid ] = bindingsByName;
}
for ( let i = 0; i !== nTracks; ++ i ) {
const track = tracks[ i ],
trackName = track.name;
let binding = bindingsByName[ trackName ];
if ( binding !== undefined ) {
++ binding.referenceCount;
bindings[ i ] = binding;
} else {
binding = bindings[ i ];
if ( binding !== undefined ) {
// existing binding, make sure the cache knows
if ( binding._cacheIndex === null ) {
++ binding.referenceCount;
this._addInactiveBinding( binding, rootUuid, trackName );
}
continue;
}
const path = prototypeAction && prototypeAction.
_propertyBindings[ i ].binding.parsedPath;
binding = new PropertyMixer(
PropertyBinding.create( root, trackName, path ),
track.ValueTypeName, track.getValueSize() );
++ binding.referenceCount;
this._addInactiveBinding( binding, rootUuid, trackName );
bindings[ i ] = binding;
}
interpolants[ i ].resultBuffer = binding.buffer;
}
}
_activateAction( action ) {
if ( ! this._isActiveAction( action ) ) {
if ( action._cacheIndex === null ) {
// this action has been forgotten by the cache, but the user
// appears to be still using it -> rebind
const rootUuid = ( action._localRoot || this._root ).uuid,
clipUuid = action._clip.uuid,
actionsForClip = this._actionsByClip[ clipUuid ];
this._bindAction( action,
actionsForClip && actionsForClip.knownActions[ 0 ] );
this._addInactiveAction( action, clipUuid, rootUuid );
}
const bindings = action._propertyBindings;
// increment reference counts / sort out state
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( binding.useCount ++ === 0 ) {
this._lendBinding( binding );
binding.saveOriginalState();
}
}
this._lendAction( action );
}
}
_deactivateAction( action ) {
if ( this._isActiveAction( action ) ) {
const bindings = action._propertyBindings;
// decrement reference counts / sort out state
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( -- binding.useCount === 0 ) {
binding.restoreOriginalState();
this._takeBackBinding( binding );
}
}
this._takeBackAction( action );
}
}
// Memory manager
_initMemoryManager() {
this._actions = []; // 'nActiveActions' followed by inactive ones
this._nActiveActions = 0;
this._actionsByClip = {};
// inside:
// {
// knownActions: Array< AnimationAction > - used as prototypes
// actionByRoot: AnimationAction - lookup
// }
this._bindings = []; // 'nActiveBindings' followed by inactive ones
this._nActiveBindings = 0;
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
this._controlInterpolants = []; // same game as above
this._nActiveControlInterpolants = 0;
const scope = this;
this.stats = {
actions: {
get total() {
return scope._actions.length;
},
get inUse() {
return scope._nActiveActions;
}
},
bindings: {
get total() {
return scope._bindings.length;
},
get inUse() {
return scope._nActiveBindings;
}
},
controlInterpolants: {
get total() {
return scope._controlInterpolants.length;
},
get inUse() {
return scope._nActiveControlInterpolants;
}
}
};
}
// Memory management for AnimationAction objects
_isActiveAction( action ) {
const index = action._cacheIndex;
return index !== null && index < this._nActiveActions;
}
_addInactiveAction( action, clipUuid, rootUuid ) {
const actions = this._actions,
actionsByClip = this._actionsByClip;
let actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip === undefined ) {
actionsForClip = {
knownActions: [ action ],
actionByRoot: {}
};
action._byClipCacheIndex = 0;
actionsByClip[ clipUuid ] = actionsForClip;
} else {
const knownActions = actionsForClip.knownActions;
action._byClipCacheIndex = knownActions.length;
knownActions.push( action );
}
action._cacheIndex = actions.length;
actions.push( action );
actionsForClip.actionByRoot[ rootUuid ] = action;
}
_removeInactiveAction( action ) {
const actions = this._actions,
lastInactiveAction = actions[ actions.length - 1 ],
cacheIndex = action._cacheIndex;
lastInactiveAction._cacheIndex = cacheIndex;
actions[ cacheIndex ] = lastInactiveAction;
actions.pop();
action._cacheIndex = null;
const clipUuid = action._clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[ clipUuid ],
knownActionsForClip = actionsForClip.knownActions,
lastKnownAction =
knownActionsForClip[ knownActionsForClip.length - 1 ],
byClipCacheIndex = action._byClipCacheIndex;
lastKnownAction._byClipCacheIndex = byClipCacheIndex;
knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
knownActionsForClip.pop();
action._byClipCacheIndex = null;
const actionByRoot = actionsForClip.actionByRoot,
rootUuid = ( action._localRoot || this._root ).uuid;
delete actionByRoot[ rootUuid ];
if ( knownActionsForClip.length === 0 ) {
delete actionsByClip[ clipUuid ];
}
this._removeInactiveBindingsForAction( action );
}
_removeInactiveBindingsForAction( action ) {
const bindings = action._propertyBindings;
for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
const binding = bindings[ i ];
if ( -- binding.referenceCount === 0 ) {
this._removeInactiveBinding( binding );
}
}
}
_lendAction( action ) {
// [ active actions | inactive actions ]
// [ active actions >| inactive actions ]
// s a
// <-swap->
// a s
const actions = this._actions,
prevIndex = action._cacheIndex,
lastActiveIndex = this._nActiveActions ++,
firstInactiveAction = actions[ lastActiveIndex ];
action._cacheIndex = lastActiveIndex;
actions[ lastActiveIndex ] = action;
firstInactiveAction._cacheIndex = prevIndex;
actions[ prevIndex ] = firstInactiveAction;
}
_takeBackAction( action ) {
// [ active actions | inactive actions ]
// [ active actions |< inactive actions ]
// a s
// <-swap->
// s a
const actions = this._actions,
prevIndex = action._cacheIndex,
firstInactiveIndex = -- this._nActiveActions,
lastActiveAction = actions[ firstInactiveIndex ];
action._cacheIndex = firstInactiveIndex;
actions[ firstInactiveIndex ] = action;
lastActiveAction._cacheIndex = prevIndex;
actions[ prevIndex ] = lastActiveAction;
}
// Memory management for PropertyMixer objects
_addInactiveBinding( binding, rootUuid, trackName ) {
const bindingsByRoot = this._bindingsByRootAndName,
bindings = this._bindings;
let bindingByName = bindingsByRoot[ rootUuid ];
if ( bindingByName === undefined ) {
bindingByName = {};
bindingsByRoot[ rootUuid ] = bindingByName;
}
bindingByName[ trackName ] = binding;
binding._cacheIndex = bindings.length;
bindings.push( binding );
}
_removeInactiveBinding( binding ) {
const bindings = this._bindings,
propBinding = binding.binding,
rootUuid = propBinding.rootNode.uuid,
trackName = propBinding.path,
bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[ rootUuid ],
lastInactiveBinding = bindings[ bindings.length - 1 ],
cacheIndex = binding._cacheIndex;
lastInactiveBinding._cacheIndex = cacheIndex;
bindings[ cacheIndex ] = lastInactiveBinding;
bindings.pop();
delete bindingByName[ trackName ];
if ( Object.keys( bindingByName ).length === 0 ) {
delete bindingsByRoot[ rootUuid ];
}
}
_lendBinding( binding ) {
const bindings = this._bindings,
prevIndex = binding._cacheIndex,
lastActiveIndex = this._nActiveBindings ++,
firstInactiveBinding = bindings[ lastActiveIndex ];
binding._cacheIndex = lastActiveIndex;
bindings[ lastActiveIndex ] = binding;
firstInactiveBinding._cacheIndex = prevIndex;
bindings[ prevIndex ] = firstInactiveBinding;
}
_takeBackBinding( binding ) {
const bindings = this._bindings,
prevIndex = binding._cacheIndex,
firstInactiveIndex = -- this._nActiveBindings,
lastActiveBinding = bindings[ firstInactiveIndex ];
binding._cacheIndex = firstInactiveIndex;
bindings[ firstInactiveIndex ] = binding;
lastActiveBinding._cacheIndex = prevIndex;
bindings[ prevIndex ] = lastActiveBinding;
}
// Memory management of Interpolants for weight and time scale
_lendControlInterpolant() {
const interpolants = this._controlInterpolants,
lastActiveIndex = this._nActiveControlInterpolants ++;
let interpolant = interpolants[ lastActiveIndex ];
if ( interpolant === undefined ) {
interpolant = new LinearInterpolant(
new Float32Array( 2 ), new Float32Array( 2 ),
1, _controlInterpolantsResultBuffer );
interpolant.__cacheIndex = lastActiveIndex;
interpolants[ lastActiveIndex ] = interpolant;
}
return interpolant;
}
_takeBackControlInterpolant( interpolant ) {
const interpolants = this._controlInterpolants,
prevIndex = interpolant.__cacheIndex,
firstInactiveIndex = -- this._nActiveControlInterpolants,
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
interpolant.__cacheIndex = firstInactiveIndex;
interpolants[ firstInactiveIndex ] = interpolant;
lastActiveInterpolant.__cacheIndex = prevIndex;
interpolants[ prevIndex ] = lastActiveInterpolant;
}
/**
* Returns an instance of {@link AnimationAction} for the passed clip.
*
* If an action fitting the clip and root parameters doesn't yet exist, it
* will be created by this method. Calling this method several times with the
* same clip and root parameters always returns the same action.
*
* @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
* @param {Object3D} [optionalRoot] - An alternative root object.
* @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
* @return {?AnimationAction} The animation action.
*/
clipAction( clip, optionalRoot, blendMode ) {
const root = optionalRoot || this._root,
rootUuid = root.uuid;
let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
const clipUuid = clipObject !== null ? clipObject.uuid : clip;
const actionsForClip = this._actionsByClip[ clipUuid ];
let prototypeAction = null;
if ( blendMode === undefined ) {
if ( clipObject !== null ) {
blendMode = clipObject.blendMode;
} else {
blendMode = NormalAnimationBlendMode;
}
}
if ( actionsForClip !== undefined ) {
const existingAction = actionsForClip.actionByRoot[ rootUuid ];
if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
return existingAction;
}
// we know the clip, so we don't have to parse all
// the bindings again but can just copy
prototypeAction = actionsForClip.knownActions[ 0 ];
// also, take the clip from the prototype action
if ( clipObject === null )
clipObject = prototypeAction._clip;
}
// clip must be known when specified via string
if ( clipObject === null ) return null;
// allocate all resources required to run it
const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
this._bindAction( newAction, prototypeAction );
// and make the action known to the memory manager
this._addInactiveAction( newAction, clipUuid, rootUuid );
return newAction;
}
/**
* Returns an existing animation action for the passed clip.
*
* @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
* @param {Object3D} [optionalRoot] - An alternative root object.
* @return {?AnimationAction} The animation action. Returns `null` if no action was found.
*/
existingAction( clip, optionalRoot ) {
const root = optionalRoot || this._root,
rootUuid = root.uuid,
clipObject = typeof clip === 'string' ?
AnimationClip.findByName( root, clip ) : clip,
clipUuid = clipObject ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
return actionsForClip.actionByRoot[ rootUuid ] || null;
}
return null;
}
/**
* Deactivates all previously scheduled actions on this mixer.
*
* @return {AnimationMixer} A reference to this animation mixer.
*/
stopAllAction() {
const actions = this._actions,
nActions = this._nActiveActions;
for ( let i = nActions - 1; i >= 0; -- i ) {
actions[ i ].stop();
}
return this;
}
/**
* Advances the global mixer time and updates the animation.
*
* This is usually done in the render loop by passing the delta
* time from {@link Clock} or {@link Timer}.
*
* @param {number} deltaTime - The delta time in seconds.
* @return {AnimationMixer} A reference to this animation mixer.
*/
update( deltaTime ) {
deltaTime *= this.timeScale;
const actions = this._actions,
nActions = this._nActiveActions,
time = this.time += deltaTime,
timeDirection = Math.sign( deltaTime ),
accuIndex = this._accuIndex ^= 1;
// run active actions
for ( let i = 0; i !== nActions; ++ i ) {
const action = actions[ i ];
action._update( time, deltaTime, timeDirection, accuIndex );
}
// update scene graph
const bindings = this._bindings,
nBindings = this._nActiveBindings;
for ( let i = 0; i !== nBindings; ++ i ) {
bindings[ i ].apply( accuIndex );
}
return this;
}
/**
* Sets the global mixer to a specific time and updates the animation accordingly.
*
* This is useful when you need to jump to an exact time in an animation. The
* input parameter will be scaled by {@link AnimationMixer#timeScale}
*
* @param {number} time - The time to set in seconds.
* @return {AnimationMixer} A reference to this animation mixer.
*/
setTime( time ) {
this.time = 0; // Zero out time attribute for AnimationMixer object;
for ( let i = 0; i < this._actions.length; i ++ ) {
this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
}
return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
}
/**
* Returns this mixer's root object.
*
* @return {Object3D} The mixer's root object.
*/
getRoot() {
return this._root;
}
/**
* Deallocates all memory resources for a clip. Before using this method make
* sure to call {@link AnimationAction#stop} for all related actions.
*
* @param {AnimationClip} clip - The clip to uncache.
*/
uncacheClip( clip ) {
const actions = this._actions,
clipUuid = clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
// note: just calling _removeInactiveAction would mess up the
// iteration state and also require updating the state we can
// just throw away
const actionsToRemove = actionsForClip.knownActions;
for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
const action = actionsToRemove[ i ];
this._deactivateAction( action );
const cacheIndex = action._cacheIndex,
lastInactiveAction = actions[ actions.length - 1 ];
action._cacheIndex = null;
action._byClipCacheIndex = null;
lastInactiveAction._cacheIndex = cacheIndex;
actions[ cacheIndex ] = lastInactiveAction;
actions.pop();
this._removeInactiveBindingsForAction( action );
}
delete actionsByClip[ clipUuid ];
}
}
/**
* Deallocates all memory resources for a root object. Before using this
* method make sure to call {@link AnimationAction#stop} for all related
* actions or alternatively {@link AnimationMixer#stopAllAction} when the
* mixer operates on a single root.
*
* @param {Object3D} root - The root object to uncache.
*/
uncacheRoot( root ) {
const rootUuid = root.uuid,
actionsByClip = this._actionsByClip;
for ( const clipUuid in actionsByClip ) {
const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
action = actionByRoot[ rootUuid ];
if ( action !== undefined ) {
this._deactivateAction( action );
this._removeInactiveAction( action );
}
}
const bindingsByRoot = this._bindingsByRootAndName,
bindingByName = bindingsByRoot[ rootUuid ];
if ( bindingByName !== undefined ) {
for ( const trackName in bindingByName ) {
const binding = bindingByName[ trackName ];
binding.restoreOriginalState();
this._removeInactiveBinding( binding );
}
}
}
/**
* Deallocates all memory resources for an action. The action is identified by the
* given clip and an optional root object. Before using this method make
* sure to call {@link AnimationAction#stop} to deactivate the action.
*
* @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
* @param {Object3D} [optionalRoot] - An alternative root object.
*/
uncacheAction( clip, optionalRoot ) {
const action = this.existingAction( clip, optionalRoot );
if ( action !== null ) {
this._deactivateAction( action );
this._removeInactiveAction( action );
}
}
}
/**
* Represents a 3D render target.
*
* @augments RenderTarget
*/
class RenderTarget3D extends RenderTarget {
/**
* Constructs a new 3D render target.
*
* @param {number} [width=1] - The width of the render target.
* @param {number} [height=1] - The height of the render target.
* @param {number} [depth=1] - The height of the render target.
* @param {RenderTarget~Options} [options] - The configuration object.
*/
constructor( width = 1, height = 1, depth = 1, options = {} ) {
super( width, height, options );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isRenderTarget3D = true;
this.depth = depth;
// overwrite attachments with 3D textures
for ( let i = 0; i < this.textures.length; i ++ ) {
const texture = new Data3DTexture( null, width, height, depth );
texture.isRenderTargetTexture = true;
texture.renderTarget = this;
this.textures[ i ] = texture;
}
this._setTextureOptions( options );
}
}
/**
* Represents a uniform which is a global shader variable. They are passed to shader programs.
*
* When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
* ```js
* uniforms: {
* time: { value: 1.0 },
* resolution: new Uniform( new Vector2() )
* };
* ```
* Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
* in {@link WebGLRenderer}.
*/
class Uniform {
/**
* Constructs a new uniform.
*
* @param {any} value - The uniform value.
*/
constructor( value ) {
/**
* The uniform value.
*
* @type {any}
*/
this.value = value;
}
/**
* Returns a new uniform with copied values from this instance.
* If the value has a `clone()` method, the value is cloned as well.
*
* @return {Uniform} A clone of this instance.
*/
clone() {
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
}
}
let _id = 0;
/**
* A class for managing multiple uniforms in a single group. The renderer will process
* such a definition as a single UBO.
*
* Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
* in {@link WebGLRenderer}.
*
* @augments EventDispatcher
*/
class UniformsGroup extends EventDispatcher {
/**
* Constructs a new uniforms group.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isUniformsGroup = true;
/**
* The ID of the 3D object.
*
* @name UniformsGroup#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _id ++ } );
/**
* The name of the uniforms group.
*
* @type {string}
*/
this.name = '';
/**
* The buffer usage.
*
* @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
* @default StaticDrawUsage
*/
this.usage = StaticDrawUsage;
/**
* An array holding the uniforms.
*
* @type {Array<Uniform>}
*/
this.uniforms = [];
}
/**
* Adds the given uniform to this uniforms group.
*
* @param {Uniform} uniform - The uniform to add.
* @return {UniformsGroup} A reference to this uniforms group.
*/
add( uniform ) {
this.uniforms.push( uniform );
return this;
}
/**
* Removes the given uniform from this uniforms group.
*
* @param {Uniform} uniform - The uniform to remove.
* @return {UniformsGroup} A reference to this uniforms group.
*/
remove( uniform ) {
const index = this.uniforms.indexOf( uniform );
if ( index !== -1 ) this.uniforms.splice( index, 1 );
return this;
}
/**
* Sets the name of this uniforms group.
*
* @param {string} name - The name to set.
* @return {UniformsGroup} A reference to this uniforms group.
*/
setName( name ) {
this.name = name;
return this;
}
/**
* Sets the usage of this uniforms group.
*
* @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
* @return {UniformsGroup} A reference to this uniforms group.
*/
setUsage( value ) {
this.usage = value;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires Texture#dispose
*/
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
/**
* Copies the values of the given uniforms group to this instance.
*
* @param {UniformsGroup} source - The uniforms group to copy.
* @return {UniformsGroup} A reference to this uniforms group.
*/
copy( source ) {
this.name = source.name;
this.usage = source.usage;
const uniformsSource = source.uniforms;
this.uniforms.length = 0;
for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
for ( let j = 0; j < uniforms.length; j ++ ) {
this.uniforms.push( uniforms[ j ].clone() );
}
}
return this;
}
/**
* Returns a new uniforms group with copied values from this instance.
*
* @return {UniformsGroup} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
/**
* An instanced version of an interleaved buffer.
*
* @augments InterleavedBuffer
*/
class InstancedInterleavedBuffer extends InterleavedBuffer {
/**
* Constructs a new instanced interleaved buffer.
*
* @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
* @param {number} stride - The number of typed-array elements per vertex.
* @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
*/
constructor( array, stride, meshPerAttribute = 1 ) {
super( array, stride );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isInstancedInterleavedBuffer = true;
/**
* Defines how often a value of this buffer attribute should be repeated,
* see {@link InstancedBufferAttribute#meshPerAttribute}.
*
* @type {number}
* @default 1
*/
this.meshPerAttribute = meshPerAttribute;
}
copy( source ) {
super.copy( source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
clone( data ) {
const ib = super.clone( data );
ib.meshPerAttribute = this.meshPerAttribute;
return ib;
}
toJSON( data ) {
const json = super.toJSON( data );
json.isInstancedInterleavedBuffer = true;
json.meshPerAttribute = this.meshPerAttribute;
return json;
}
}
/**
* An alternative version of a buffer attribute with more control over the VBO.
*
* The renderer does not construct a VBO for this kind of attribute. Instead, it uses
* whatever VBO is passed in constructor and can later be altered via the `buffer` property.
*
* The most common use case for this class is when some kind of GPGPU calculation interferes
* or even produces the VBOs in question.
*
* Notice that this class can only be used with {@link WebGLRenderer}.
*/
class GLBufferAttribute {
/**
* Constructs a new GL buffer attribute.
*
* @param {WebGLBuffer} buffer - The native WebGL buffer.
* @param {number} type - The native data type (e.g. `gl.FLOAT`).
* @param {number} itemSize - The item size.
* @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
* @param {number} count - The expected number of vertices in VBO.
* @param {boolean} [normalized=false] - Whether the data are normalized or not.
*/
constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isGLBufferAttribute = true;
/**
* The name of the buffer attribute.
*
* @type {string}
*/
this.name = '';
/**
* The native WebGL buffer.
*
* @type {WebGLBuffer}
*/
this.buffer = buffer;
/**
* The native data type.
*
* @type {number}
*/
this.type = type;
/**
* The item size, see {@link BufferAttribute#itemSize}.
*
* @type {number}
*/
this.itemSize = itemSize;
/**
* The corresponding size (in bytes) for the given `type` parameter.
*
* @type {number}
*/
this.elementSize = elementSize;
/**
* The expected number of vertices in VBO.
*
* @type {number}
*/
this.count = count;
/**
* Applies to integer data only. Indicates how the underlying data in the buffer maps to
* the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
* and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
* `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
* to floats unmodified, i.e. `65535` becomes `65535.0f`.
*
* @type {boolean}
*/
this.normalized = normalized;
/**
* A version number, incremented every time the `needsUpdate` is set to `true`.
*
* @type {number}
*/
this.version = 0;
}
/**
* Flag to indicate that this attribute has changed and should be re-sent to
* the GPU. Set this to `true` when you modify the value of the array.
*
* @type {number}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
/**
* Sets the given native WebGL buffer.
*
* @param {WebGLBuffer} buffer - The buffer to set.
* @return {BufferAttribute} A reference to this instance.
*/
setBuffer( buffer ) {
this.buffer = buffer;
return this;
}
/**
* Sets the given native data type and element size.
*
* @param {number} type - The native data type (e.g. `gl.FLOAT`).
* @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
* @return {BufferAttribute} A reference to this instance.
*/
setType( type, elementSize ) {
this.type = type;
this.elementSize = elementSize;
return this;
}
/**
* Sets the item size.
*
* @param {number} itemSize - The item size.
* @return {BufferAttribute} A reference to this instance.
*/
setItemSize( itemSize ) {
this.itemSize = itemSize;
return this;
}
/**
* Sets the count (the expected number of vertices in VBO).
*
* @param {number} count - The count.
* @return {BufferAttribute} A reference to this instance.
*/
setCount( count ) {
this.count = count;
return this;
}
}
const _matrix = /*@__PURE__*/ new Matrix4();
/**
* This class is designed to assist with raycasting. Raycasting is used for
* mouse picking (working out what objects in the 3d space the mouse is over)
* amongst other things.
*/
class Raycaster {
/**
* Constructs a new raycaster.
*
* @param {Vector3} origin - The origin vector where the ray casts from.
* @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
* @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
* @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
*/
constructor( origin, direction, near = 0, far = Infinity ) {
/**
* The ray used for raycasting.
*
* @type {Ray}
*/
this.ray = new Ray( origin, direction );
/**
* All results returned are further away than near. Near can't be negative.
*
* @type {number}
* @default 0
*/
this.near = near;
/**
* All results returned are closer than far. Far can't be lower than near.
*
* @type {number}
* @default Infinity
*/
this.far = far;
/**
* The camera to use when raycasting against view-dependent objects such as
* billboarded objects like sprites. This field can be set manually or
* is set when calling `setFromCamera()`.
*
* @type {?Camera}
* @default null
*/
this.camera = null;
/**
* Allows to selectively ignore 3D objects when performing intersection tests.
* The following code example ensures that only 3D objects on layer `1` will be
* honored by raycaster.
* ```js
* raycaster.layers.set( 1 );
* object.layers.enable( 1 );
* ```
*
* @type {Layers}
*/
this.layers = new Layers();
/**
* A parameter object that configures the raycasting. It has the structure:
*
* ```
* {
* Mesh: {},
* Line: { threshold: 1 },
* LOD: {},
* Points: { threshold: 1 },
* Sprite: {}
* }
* ```
* Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
*
* @type {Object}
*/
this.params = {
Mesh: {},
Line: { threshold: 1 },
LOD: {},
Points: { threshold: 1 },
Sprite: {}
};
}
/**
* Updates the ray with a new origin and direction by copying the values from the arguments.
*
* @param {Vector3} origin - The origin vector where the ray casts from.
* @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
*/
set( origin, direction ) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set( origin, direction );
}
/**
* Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
*
* @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
* X and Y components should be between `-1` and `1`.
* @param {Camera} camera - The camera from which the ray should originate.
*/
setFromCamera( coords, camera ) {
if ( camera.isPerspectiveCamera ) {
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
this.camera = camera;
} else if ( camera.isOrthographicCamera ) {
this.ray.origin.set( coords.x, coords.y, camera.projectionMatrix.elements[ 14 ] ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
this.camera = camera;
} else {
error( 'Raycaster: Unsupported camera type: ' + camera.type );
}
}
/**
* Uses the given WebXR controller to compute a new origin and direction for the internal ray.
*
* @param {WebXRController} controller - The controller to copy the position and direction from.
* @return {Raycaster} A reference to this raycaster.
*/
setFromXRController( controller ) {
_matrix.identity().extractRotation( controller.matrixWorld );
this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
return this;
}
/**
* The intersection point of a raycaster intersection test.
* @typedef {Object} Raycaster~Intersection
* @property {number} distance - The distance from the ray's origin to the intersection point.
* @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
* intersection to the nearest point on the ray. For other objects it will be `undefined`.
* @property {Vector3} point - The intersection point, in world coordinates.
* @property {Object} face - The face that has been intersected.
* @property {number} faceIndex - The face index.
* @property {Object3D} object - The 3D object that has been intersected.
* @property {Vector2} uv - U,V coordinates at point of intersection.
* @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
* @property {Vector3} normal - Interpolated normal vector at point of intersection.
* @property {number} instanceId - The index number of the instance where the ray
* intersects the {@link InstancedMesh}.
*/
/**
* Checks all intersection between the ray and the object with or without the
* descendants. Intersections are returned sorted by distance, closest first.
*
* `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
* evaluating whether the ray intersects the object or not. This allows meshes to respond
* differently to ray casting than lines or points.
*
* Note that for meshes, faces must be pointed towards the origin of the ray in order
* to be detected; intersections of the ray passing through the back of a face will not
* be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
* to `THREE.DoubleSide`.
*
* Note that a ray hitting a triangle mesh exactly along an edge shared by two faces may be
* reported by both faces, resulting in two coincident intersections (identical point and
* distance) in the returned array.
*
* @param {Object3D} object - The 3D object to check for intersection with the ray.
* @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
* Otherwise it only checks intersection with the object.
* @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
* @return {Array<Raycaster~Intersection>} An array holding the intersection points.
*/
intersectObject( object, recursive = true, intersects = [] ) {
intersect( object, this, intersects, recursive );
intersects.sort( ascSort );
return intersects;
}
/**
* Checks all intersection between the ray and the objects with or without
* the descendants. Intersections are returned sorted by distance, closest first.
*
* @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
* @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
* Otherwise it only checks intersection with the object.
* @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
* @return {Array<Raycaster~Intersection>} An array holding the intersection points.
*/
intersectObjects( objects, recursive = true, intersects = [] ) {
for ( let i = 0, l = objects.length; i < l; i ++ ) {
intersect( objects[ i ], this, intersects, recursive );
}
intersects.sort( ascSort );
return intersects;
}
}
function ascSort( a, b ) {
return a.distance - b.distance;
}
function intersect( object, raycaster, intersects, recursive ) {
let propagate = true;
if ( object.layers.test( raycaster.layers ) ) {
const result = object.raycast( raycaster, intersects );
if ( result === false ) propagate = false;
}
if ( propagate === true && recursive === true ) {
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
intersect( children[ i ], raycaster, intersects, true );
}
}
}
/**
* Class for keeping track of time.
*
* @deprecated since r183.
*/
class Clock {
/**
* Constructs a new clock.
*
* @deprecated since 183.
* @param {boolean} [autoStart=true] - Whether to automatically start the clock when
* `getDelta()` is called for the first time.
*/
constructor( autoStart = true ) {
/**
* If set to `true`, the clock starts automatically when `getDelta()` is called
* for the first time.
*
* @type {boolean}
* @default true
*/
this.autoStart = autoStart;
/**
* Holds the time at which the clock's `start()` method was last called.
*
* @type {number}
* @default 0
*/
this.startTime = 0;
/**
* Holds the time at which the clock's `start()`, `getElapsedTime()` or
* `getDelta()` methods were last called.
*
* @type {number}
* @default 0
*/
this.oldTime = 0;
/**
* Keeps track of the total time that the clock has been running.
*
* @type {number}
* @default 0
*/
this.elapsedTime = 0;
/**
* Whether the clock is running or not.
*
* @type {boolean}
* @default true
*/
this.running = false;
warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
}
/**
* Starts the clock. When `autoStart` is set to `true`, the method is automatically
* called by the class.
*/
start() {
this.startTime = performance.now();
this.oldTime = this.startTime;
this.elapsedTime = 0;
this.running = true;
}
/**
* Stops the clock.
*/
stop() {
this.getElapsedTime();
this.running = false;
this.autoStart = false;
}
/**
* Returns the elapsed time in seconds.
*
* @return {number} The elapsed time.
*/
getElapsedTime() {
this.getDelta();
return this.elapsedTime;
}
/**
* Returns the delta time in seconds.
*
* @return {number} The delta time.
*/
getDelta() {
let diff = 0;
if ( this.autoStart && ! this.running ) {
this.start();
return 0;
}
if ( this.running ) {
const newTime = performance.now();
diff = ( newTime - this.oldTime ) / 1000;
this.oldTime = newTime;
this.elapsedTime += diff;
}
return diff;
}
}
/**
* This class can be used to represent points in 3D space as
* [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
*/
class Spherical {
/**
* Constructs a new spherical.
*
* @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
* @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
* @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
*/
constructor( radius = 1, phi = 0, theta = 0 ) {
/**
* The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
*
* @type {number}
* @default 1
*/
this.radius = radius;
/**
* The polar angle in radians from the y (up) axis.
*
* @type {number}
* @default 0
*/
this.phi = phi;
/**
* The equator/azimuthal angle in radians around the y (up) axis.
*
* @type {number}
* @default 0
*/
this.theta = theta;
}
/**
* Sets the spherical components by copying the given values.
*
* @param {number} radius - The radius.
* @param {number} phi - The polar angle.
* @param {number} theta - The azimuthal angle.
* @return {Spherical} A reference to this spherical.
*/
set( radius, phi, theta ) {
this.radius = radius;
this.phi = phi;
this.theta = theta;
return this;
}
/**
* Copies the values of the given spherical to this instance.
*
* @param {Spherical} other - The spherical to copy.
* @return {Spherical} A reference to this spherical.
*/
copy( other ) {
this.radius = other.radius;
this.phi = other.phi;
this.theta = other.theta;
return this;
}
/**
* Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
* `0.000001`.
*
* @return {Spherical} A reference to this spherical.
*/
makeSafe() {
const EPS = 0.000001;
this.phi = clamp( this.phi, EPS, Math.PI - EPS );
return this;
}
/**
* Sets the spherical components from the given vector which is assumed to hold
* Cartesian coordinates.
*
* @param {Vector3} v - The vector to set.
* @return {Spherical} A reference to this spherical.
*/
setFromVector3( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
}
/**
* Sets the spherical components from the given Cartesian coordinates.
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
* @return {Spherical} A reference to this spherical.
*/
setFromCartesianCoords( x, y, z ) {
this.radius = Math.sqrt( x * x + y * y + z * z );
if ( this.radius === 0 ) {
this.theta = 0;
this.phi = 0;
} else {
this.theta = Math.atan2( x, z );
this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
}
return this;
}
/**
* Returns a new spherical with copied values from this instance.
*
* @return {Spherical} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
/**
* This class can be used to represent points in 3D space as
* [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
*/
class Cylindrical {
/**
* Constructs a new cylindrical.
*
* @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
* @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
* @param {number} [y=0] - The height above the x-z plane.
*/
constructor( radius = 1, theta = 0, y = 0 ) {
/**
* The distance from the origin to a point in the x-z plane.
*
* @type {number}
* @default 1
*/
this.radius = radius;
/**
* A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
*
* @type {number}
* @default 0
*/
this.theta = theta;
/**
* The height above the x-z plane.
*
* @type {number}
* @default 0
*/
this.y = y;
}
/**
* Sets the cylindrical components by copying the given values.
*
* @param {number} radius - The radius.
* @param {number} theta - The theta angle.
* @param {number} y - The height value.
* @return {Cylindrical} A reference to this cylindrical.
*/
set( radius, theta, y ) {
this.radius = radius;
this.theta = theta;
this.y = y;
return this;
}
/**
* Copies the values of the given cylindrical to this instance.
*
* @param {Cylindrical} other - The cylindrical to copy.
* @return {Cylindrical} A reference to this cylindrical.
*/
copy( other ) {
this.radius = other.radius;
this.theta = other.theta;
this.y = other.y;
return this;
}
/**
* Sets the cylindrical components from the given vector which is assumed to hold
* Cartesian coordinates.
*
* @param {Vector3} v - The vector to set.
* @return {Cylindrical} A reference to this cylindrical.
*/
setFromVector3( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
}
/**
* Sets the cylindrical components from the given Cartesian coordinates.
*
* @param {number} x - The x value.
* @param {number} y - The x value.
* @param {number} z - The x value.
* @return {Cylindrical} A reference to this cylindrical.
*/
setFromCartesianCoords( x, y, z ) {
this.radius = Math.sqrt( x * x + z * z );
this.theta = Math.atan2( x, z );
this.y = y;
return this;
}
/**
* Returns a new cylindrical with copied values from this instance.
*
* @return {Cylindrical} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
/**
* Represents a 2x2 matrix.
*
* A Note on Row-Major and Column-Major Ordering:
*
* The constructor and {@link Matrix2#set} method take arguments in
* [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
* order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
* This means that calling:
* ```js
* const m = new THREE.Matrix2();
* m.set( 11, 12,
* 21, 22 );
* ```
* will result in the elements array containing:
* ```js
* m.elements = [ 11, 21,
* 12, 22 ];
* ```
* and internally all calculations are performed using column-major ordering.
* However, as the actual ordering makes no difference mathematically and
* most people are used to thinking about matrices in row-major order, the
* three.js documentation shows matrices in row-major order. Just bear in
* mind that if you are reading the source code, you'll have to take the
* transpose of any matrices outlined here to make sense of the calculations.
*/
class Matrix2 {
static {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
Matrix2.prototype.isMatrix2 = true;
}
/**
* Constructs a new 2x2 matrix. The arguments are supposed to be
* in row-major order. If no arguments are provided, the constructor
* initializes the matrix as an identity matrix.
*
* @param {number} [n11] - 1-1 matrix element.
* @param {number} [n12] - 1-2 matrix element.
* @param {number} [n21] - 2-1 matrix element.
* @param {number} [n22] - 2-2 matrix element.
*/
constructor( n11, n12, n21, n22 ) {
/**
* A column-major list of matrix values.
*
* @type {Array<number>}
*/
this.elements = [
1, 0,
0, 1,
];
if ( n11 !== undefined ) {
this.set( n11, n12, n21, n22 );
}
}
/**
* Sets this matrix to the 2x2 identity matrix.
*
* @return {Matrix2} A reference to this matrix.
*/
identity() {
this.set(
1, 0,
0, 1,
);
return this;
}
/**
* Sets the elements of the matrix from the given array.
*
* @param {Array<number>} array - The matrix elements in column-major order.
* @param {number} [offset=0] - Index of the first element in the array.
* @return {Matrix2} A reference to this matrix.
*/
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 4; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
/**
* Sets the elements of the matrix.The arguments are supposed to be
* in row-major order.
*
* @param {number} n11 - 1-1 matrix element.
* @param {number} n12 - 1-2 matrix element.
* @param {number} n21 - 2-1 matrix element.
* @param {number} n22 - 2-2 matrix element.
* @return {Matrix2} A reference to this matrix.
*/
set( n11, n12, n21, n22 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 2 ] = n12;
te[ 1 ] = n21; te[ 3 ] = n22;
return this;
}
}
const _vector$4 = /*@__PURE__*/ new Vector2();
/**
* Represents an axis-aligned bounding box (AABB) in 2D space.
*/
class Box2 {
/**
* Constructs a new bounding box.
*
* @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
* @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
*/
constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isBox2 = true;
/**
* The lower boundary of the box.
*
* @type {Vector2}
*/
this.min = min;
/**
* The upper boundary of the box.
*
* @type {Vector2}
*/
this.max = max;
}
/**
* Sets the lower and upper boundaries of this box.
* Please note that this method only copies the values from the given objects.
*
* @param {Vector2} min - The lower boundary of the box.
* @param {Vector2} max - The upper boundary of the box.
* @return {Box2} A reference to this bounding box.
*/
set( min, max ) {
this.min.copy( min );
this.max.copy( max );
return this;
}
/**
* Sets the upper and lower bounds of this box so it encloses the position data
* in the given array.
*
* @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
* @return {Box2} A reference to this bounding box.
*/
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
/**
* Centers this box on the given center vector and sets this box's width, height and
* depth to the given size values.
*
* @param {Vector2} center - The center of the box.
* @param {Vector2} size - The x and y dimensions of the box.
* @return {Box2} A reference to this bounding box.
*/
setFromCenterAndSize( center, size ) {
const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize );
this.max.copy( center ).add( halfSize );
return this;
}
/**
* Returns a new box with copied values from this instance.
*
* @return {Box2} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
/**
* Copies the values of the given box to this instance.
*
* @param {Box2} box - The box to copy.
* @return {Box2} A reference to this bounding box.
*/
copy( box ) {
this.min.copy( box.min );
this.max.copy( box.max );
return this;
}
/**
* Makes this box empty which means in encloses a zero space in 2D.
*
* @return {Box2} A reference to this bounding box.
*/
makeEmpty() {
this.min.x = this.min.y = + Infinity;
this.max.x = this.max.y = - Infinity;
return this;
}
/**
* Returns true if this box includes zero points within its bounds.
* Note that a box with equal lower and upper bounds still includes one
* point, the one both bounds share.
*
* @return {boolean} Whether this box is empty or not.
*/
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
}
/**
* Returns the center point of this box.
*
* @param {Vector2} target - The target vector that is used to store the method's result.
* @return {Vector2} The center point.
*/
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
/**
* Returns the dimensions of this box.
*
* @param {Vector2} target - The target vector that is used to store the method's result.
* @return {Vector2} The size.
*/
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
}
/**
* Expands the boundaries of this box to include the given point.
*
* @param {Vector2} point - The point that should be included by the bounding box.
* @return {Box2} A reference to this bounding box.
*/
expandByPoint( point ) {
this.min.min( point );
this.max.max( point );
return this;
}
/**
* Expands this box equilaterally by the given vector. The width of this
* box will be expanded by the x component of the vector in both
* directions. The height of this box will be expanded by the y component of
* the vector in both directions.
*
* @param {Vector2} vector - The vector that should expand the bounding box.
* @return {Box2} A reference to this bounding box.
*/
expandByVector( vector ) {
this.min.sub( vector );
this.max.add( vector );
return this;
}
/**
* Expands each dimension of the box by the given scalar. If negative, the
* dimensions of the box will be contracted.
*
* @param {number} scalar - The scalar value that should expand the bounding box.
* @return {Box2} A reference to this bounding box.
*/
expandByScalar( scalar ) {
this.min.addScalar( - scalar );
this.max.addScalar( scalar );
return this;
}
/**
* Returns `true` if the given point lies within or on the boundaries of this box.
*
* @param {Vector2} point - The point to test.
* @return {boolean} Whether the bounding box contains the given point or not.
*/
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x &&
point.y >= this.min.y && point.y <= this.max.y;
}
/**
* Returns `true` if this bounding box includes the entirety of the given bounding box.
* If this box and the given one are identical, this function also returns `true`.
*
* @param {Box2} box - The bounding box to test.
* @return {boolean} Whether the bounding box contains the given bounding box or not.
*/
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y;
}
/**
* Returns a point as a proportion of this box's width and height.
*
* @param {Vector2} point - A point in 2D space.
* @param {Vector2} target - The target vector that is used to store the method's result.
* @return {Vector2} A point as a proportion of this box's width and height.
*/
getParameter( point, target ) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
return target.set(
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
( point.y - this.min.y ) / ( this.max.y - this.min.y )
);
}
/**
* Returns `true` if the given bounding box intersects with this bounding box.
*
* @param {Box2} box - The bounding box to test.
* @return {boolean} Whether the given bounding box intersects with this bounding box.
*/
intersectsBox( box ) {
// using 4 splitting planes to rule out intersections
return box.max.x >= this.min.x && box.min.x <= this.max.x &&
box.max.y >= this.min.y && box.min.y <= this.max.y;
}
/**
* Clamps the given point within the bounds of this box.
*
* @param {Vector2} point - The point to clamp.
* @param {Vector2} target - The target vector that is used to store the method's result.
* @return {Vector2} The clamped point.
*/
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
/**
* Returns the euclidean distance from any edge of this box to the specified point. If
* the given point lies inside of this box, the distance will be `0`.
*
* @param {Vector2} point - The point to compute the distance to.
* @return {number} The euclidean distance.
*/
distanceToPoint( point ) {
return this.clampPoint( point, _vector$4 ).distanceTo( point );
}
/**
* Computes the intersection of this bounding box and the given one, setting the upper
* bound of this box to the lesser of the two boxes' upper bounds and the
* lower bound of this box to the greater of the two boxes' lower bounds. If
* there's no overlap, makes this box empty.
*
* @param {Box2} box - The bounding box to intersect with.
* @return {Box2} A reference to this bounding box.
*/
intersect( box ) {
this.min.max( box.min );
this.max.min( box.max );
if ( this.isEmpty() ) this.makeEmpty();
return this;
}
/**
* Computes the union of this box and another and the given one, setting the upper
* bound of this box to the greater of the two boxes' upper bounds and the
* lower bound of this box to the lesser of the two boxes' lower bounds.
*
* @param {Box2} box - The bounding box that will be unioned with this instance.
* @return {Box2} A reference to this bounding box.
*/
union( box ) {
this.min.min( box.min );
this.max.max( box.max );
return this;
}
/**
* Adds the given offset to both the upper and lower bounds of this bounding box,
* effectively moving it in 2D space.
*
* @param {Vector2} offset - The offset that should be used to translate the bounding box.
* @return {Box2} A reference to this bounding box.
*/
translate( offset ) {
this.min.add( offset );
this.max.add( offset );
return this;
}
/**
* Returns `true` if this bounding box is equal with the given one.
*
* @param {Box2} box - The box to test for equality.
* @return {boolean} Whether this bounding box is equal with the given one.
*/
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
}
const _startP = /*@__PURE__*/ new Vector3();
const _startEnd = /*@__PURE__*/ new Vector3();
const _d1 = /*@__PURE__*/ new Vector3();
const _d2 = /*@__PURE__*/ new Vector3();
const _r = /*@__PURE__*/ new Vector3();
const _c1 = /*@__PURE__*/ new Vector3();
const _c2 = /*@__PURE__*/ new Vector3();
/**
* An analytical line segment in 3D space represented by a start and end point.
*/
class Line3 {
/**
* Constructs a new line segment.
*
* @param {Vector3} [start=(0,0,0)] - Start of the line segment.
* @param {Vector3} [end=(0,0,0)] - End of the line segment.
*/
constructor( start = new Vector3(), end = new Vector3() ) {
/**
* Start of the line segment.
*
* @type {Vector3}
*/
this.start = start;
/**
* End of the line segment.
*
* @type {Vector3}
*/
this.end = end;
}
/**
* Sets the start and end values by copying the given vectors.
*
* @param {Vector3} start - The start point.
* @param {Vector3} end - The end point.
* @return {Line3} A reference to this line segment.
*/
set( start, end ) {
this.start.copy( start );
this.end.copy( end );
return this;
}
/**
* Copies the values of the given line segment to this instance.
*
* @param {Line3} line - The line segment to copy.
* @return {Line3} A reference to this line segment.
*/
copy( line ) {
this.start.copy( line.start );
this.end.copy( line.end );
return this;
}
/**
* Returns the center of the line segment.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The center point.
*/
getCenter( target ) {
return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
}
/**
* Returns the delta vector of the line segment's start and end point.
*
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The delta vector.
*/
delta( target ) {
return target.subVectors( this.end, this.start );
}
/**
* Returns the squared Euclidean distance between the line' start and end point.
*
* @return {number} The squared Euclidean distance.
*/
distanceSq() {
return this.start.distanceToSquared( this.end );
}
/**
* Returns the Euclidean distance between the line' start and end point.
*
* @return {number} The Euclidean distance.
*/
distance() {
return this.start.distanceTo( this.end );
}
/**
* Returns a vector at a certain position along the line segment.
*
* @param {number} t - A value between `[0,1]` to represent a position along the line segment.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The delta vector.
*/
at( t, target ) {
return this.delta( target ).multiplyScalar( t ).add( this.start );
}
/**
* Returns a point parameter based on the closest point as projected on the line segment.
*
* @param {Vector3} point - The point for which to return a point parameter.
* @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
* @return {number} The point parameter.
*/
closestPointToPointParameter( point, clampToLine ) {
_startP.subVectors( point, this.start );
_startEnd.subVectors( this.end, this.start );
const startEnd2 = _startEnd.dot( _startEnd );
if ( startEnd2 === 0 ) return 0;
const startEnd_startP = _startEnd.dot( _startP );
let t = startEnd_startP / startEnd2;
if ( clampToLine ) {
t = clamp( t, 0, 1 );
}
return t;
}
/**
* Returns the closest point on the line for a given point.
*
* @param {Vector3} point - The point to compute the closest point on the line for.
* @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
* @param {Vector3} target - The target vector that is used to store the method's result.
* @return {Vector3} The closest point on the line.
*/
closestPointToPoint( point, clampToLine, target ) {
const t = this.closestPointToPointParameter( point, clampToLine );
return this.delta( target ).multiplyScalar( t ).add( this.start );
}
/**
* Returns the closest squared distance between this line segment and the given one.
*
* @param {Line3} line - The line segment to compute the closest squared distance to.
* @param {Vector3} [c1] - The closest point on this line segment.
* @param {Vector3} [c2] - The closest point on the given line segment.
* @return {number} The squared distance between this line segment and the given one.
*/
distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
// from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
// Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
// S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
// distance between between S1(s) and S2(t)
const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
let s, t;
const p1 = this.start;
const p2 = line.start;
const q1 = this.end;
const q2 = line.end;
_d1.subVectors( q1, p1 ); // Direction vector of segment S1
_d2.subVectors( q2, p2 ); // Direction vector of segment S2
_r.subVectors( p1, p2 );
const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
const f = _d2.dot( _r );
// Check if either or both segments degenerate into points
if ( a <= EPSILON && e <= EPSILON ) {
// Both segments degenerate into points
c1.copy( p1 );
c2.copy( p2 );
c1.sub( c2 );
return c1.dot( c1 );
}
if ( a <= EPSILON ) {
// First segment degenerates into a point
s = 0;
t = f / e; // s = 0 => t = (b*s + f) / e = f / e
t = clamp( t, 0, 1 );
} else {
const c = _d1.dot( _r );
if ( e <= EPSILON ) {
// Second segment degenerates into a point
t = 0;
s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
} else {
// The general nondegenerate case starts here
const b = _d1.dot( _d2 );
const denom = a * e - b * b; // Always nonnegative
// If segments not parallel, compute closest point on L1 to L2 and
// clamp to segment S1. Else pick arbitrary s (here 0)
if ( denom !== 0 ) {
s = clamp( ( b * f - c * e ) / denom, 0, 1 );
} else {
s = 0;
}
// Compute point on L2 closest to S1(s) using
// t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
t = ( b * s + f ) / e;
// If t in [0,1] done. Else clamp t, recompute s for the new value
// of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
// and clamp s to [0, 1]
if ( t < 0 ) {
t = 0.;
s = clamp( - c / a, 0, 1 );
} else if ( t > 1 ) {
t = 1;
s = clamp( ( b - c ) / a, 0, 1 );
}
}
}
c1.copy( p1 ).addScaledVector( _d1, s );
c2.copy( p2 ).addScaledVector( _d2, t );
return c1.distanceToSquared( c2 );
}
/**
* Applies a 4x4 transformation matrix to this line segment.
*
* @param {Matrix4} matrix - The transformation matrix.
* @return {Line3} A reference to this line segment.
*/
applyMatrix4( matrix ) {
this.start.applyMatrix4( matrix );
this.end.applyMatrix4( matrix );
return this;
}
/**
* Returns `true` if this line segment is equal with the given one.
*
* @param {Line3} line - The line segment to test for equality.
* @return {boolean} Whether this line segment is equal with the given one.
*/
equals( line ) {
return line.start.equals( this.start ) && line.end.equals( this.end );
}
/**
* Returns a new line segment with copied values from this instance.
*
* @return {Line3} A clone of this instance.
*/
clone() {
return new this.constructor().copy( this );
}
}
const _vector$3 = /*@__PURE__*/ new Vector3();
/**
* This displays a cone shaped helper object for a {@link SpotLight}.
*
* When the spot light or its target are transformed or light properties are
* changed, it's necessary to call the `update()` method of the respective helper.
*
* ```js
* const spotLight = new THREE.SpotLight( 0xffffff );
* spotLight.position.set( 10, 10, 10 );
* scene.add( spotLight );
*
* const spotLightHelper = new THREE.SpotLightHelper( spotLight );
* scene.add( spotLightHelper );
* ```
*
* @augments Object3D
*/
class SpotLightHelper extends Object3D {
/**
* Constructs a new spot light helper.
*
* @param {HemisphereLight} light - The light to be visualized.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, color ) {
super();
/**
* The light being visualized.
*
* @type {SpotLight}
*/
this.light = light;
this.matrixAutoUpdate = false;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'SpotLightHelper';
const geometry = new BufferGeometry();
const positions = [
0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 0, 1,
0, 0, 0, -1, 0, 1,
0, 0, 0, 0, 1, 1,
0, 0, 0, 0, -1, 1
];
for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
const p1 = ( i / l ) * Math.PI * 2;
const p2 = ( j / l ) * Math.PI * 2;
positions.push(
Math.cos( p1 ), Math.sin( p1 ), 1,
Math.cos( p2 ), Math.sin( p2 ), 1
);
}
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
this.cone = new LineSegments( geometry, material );
this.add( this.cone );
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.cone.geometry.dispose();
this.cone.material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
// update the local matrix based on the parent and light target transforms
if ( this.parent ) {
this.parent.updateWorldMatrix( true );
this.matrix
.copy( this.parent.matrixWorld )
.invert()
.multiply( this.light.matrixWorld );
} else {
this.matrix.copy( this.light.matrixWorld );
}
this.matrixWorldNeedsUpdate = true;
const coneLength = this.light.distance ? this.light.distance : 1000;
const coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( _vector$3 );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
}
}
const _vector$2 = /*@__PURE__*/ new Vector3();
const _boneMatrix = /*@__PURE__*/ new Matrix4();
const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
/**
* A helper object to assist with visualizing a {@link Skeleton}.
*
* ```js
* const helper = new THREE.SkeletonHelper( skinnedMesh );
* scene.add( helper );
* ```
*
* @augments LineSegments
*/
class SkeletonHelper extends LineSegments {
/**
* Constructs a new skeleton helper.
*
* @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
* can be used if it represents a hierarchy of bones (see {@link Bone}).
*/
constructor( object ) {
const bones = getBoneList( object );
const geometry = new BufferGeometry();
const vertices = [];
const colors = [];
for ( let i = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
vertices.push( 0, 0, 0 );
vertices.push( 0, 0, 0 );
colors.push( 0, 0, 0 );
colors.push( 0, 0, 0 );
}
}
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isSkeletonHelper = true;
this.type = 'SkeletonHelper';
/**
* The object being visualized.
*
* @type {Object3D}
*/
this.root = object;
/**
* The list of bones that the helper visualizes.
*
* @type {Array<Bone>}
*/
this.bones = bones;
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
// colors
const color1 = new Color( 0x0000ff );
const color2 = new Color( 0x00ff00 );
this.setColors( color1, color2 );
}
updateMatrixWorld( force ) {
const bones = this.bones;
const geometry = this.geometry;
const position = geometry.getAttribute( 'position' );
_matrixWorldInv.copy( this.root.matrixWorld ).invert();
for ( let i = 0, j = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
_vector$2.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
_vector$2.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
j += 2;
}
}
geometry.getAttribute( 'position' ).needsUpdate = true;
super.updateMatrixWorld( force );
}
/**
* Defines the colors of the helper.
*
* @param {Color} color1 - The first line color for each bone.
* @param {Color} color2 - The second line color for each bone.
* @return {SkeletonHelper} A reference to this helper.
*/
setColors( color1, color2 ) {
const geometry = this.geometry;
const colorAttribute = geometry.getAttribute( 'color' );
for ( let i = 0; i < colorAttribute.count; i += 2 ) {
colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
}
colorAttribute.needsUpdate = true;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
function getBoneList( object ) {
const boneList = [];
if ( object.isBone === true ) {
boneList.push( object );
}
for ( let i = 0; i < object.children.length; i ++ ) {
boneList.push( ...getBoneList( object.children[ i ] ) );
}
return boneList;
}
/**
* This displays a helper object consisting of a spherical mesh for
* visualizing an instance of {@link PointLight}.
*
* ```js
* const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
* pointLight.position.set( 10, 10, 10 );
* scene.add( pointLight );
*
* const sphereSize = 1;
* const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
* scene.add( pointLightHelper );
* ```
*
* @augments Mesh
*/
class PointLightHelper extends Mesh {
/**
* Constructs a new point light helper.
*
* @param {PointLight} light - The light to be visualized.
* @param {number} [sphereSize=1] - The size of the sphere helper.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, sphereSize, color ) {
const geometry = new SphereGeometry( sphereSize, 4, 2 );
const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
super( geometry, material );
/**
* The light being visualized.
*
* @type {PointLight}
*/
this.light = light;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'PointLightHelper';
this.matrix = this.light.matrixWorld;
this.matrixAutoUpdate = false;
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
/**
* Updates the helper to match the position of the
* light being visualized.
*/
update() {
this.matrixWorldNeedsUpdate = true;
this.light.updateWorldMatrix( true, false );
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
this.material.color.copy( this.light.color );
}
/*
const d = this.light.distance;
if ( d === 0.0 ) {
this.lightDistance.visible = false;
} else {
this.lightDistance.visible = true;
this.lightDistance.scale.set( d, d, d );
}
*/
}
}
const _vector$1 = /*@__PURE__*/ new Vector3();
const _color1 = /*@__PURE__*/ new Color();
const _color2 = /*@__PURE__*/ new Color();
/**
* Creates a visual aid consisting of a spherical mesh for a
* given {@link HemisphereLight}.
*
* When the hemisphere light is transformed or its light properties are changed,
* it's necessary to call the `update()` method of the respective helper.
*
* ```js
* const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
* const helper = new THREE.HemisphereLightHelper( light, 5 );
* scene.add( helper );
* ```
*
* @augments Object3D
*/
class HemisphereLightHelper extends Object3D {
/**
* Constructs a new hemisphere light helper.
*
* @param {HemisphereLight} light - The light to be visualized.
* @param {number} [size=1] - The size of the mesh used to visualize the light.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, size, color ) {
super();
/**
* The light being visualized.
*
* @type {HemisphereLight}
*/
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'HemisphereLightHelper';
const geometry = new OctahedronGeometry( size );
geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
if ( this.color === undefined ) this.material.vertexColors = true;
const position = geometry.getAttribute( 'position' );
const colors = new Float32Array( position.count * 3 );
geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
const mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
const colors = mesh.geometry.getAttribute( 'color' );
_color1.copy( this.light.color );
_color2.copy( this.light.groundColor );
for ( let i = 0, l = colors.count; i < l; i ++ ) {
const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
this.matrixWorldNeedsUpdate = true;
this.light.updateWorldMatrix( true, false );
mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
}
}
/**
* The helper is an object to define grids. Grids are two-dimensional
* arrays of lines.
*
* ```js
* const size = 10;
* const divisions = 10;
*
* const gridHelper = new THREE.GridHelper( size, divisions );
* scene.add( gridHelper );
* ```
*
* @augments LineSegments
*/
class GridHelper extends LineSegments {
/**
* Constructs a new grid helper.
*
* @param {number} [size=10] - The size of the grid.
* @param {number} [divisions=10] - The number of divisions across the grid.
* @param {number|Color|string} [color1=0x444444] - The color of the center line.
* @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
*/
constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
color1 = new Color( color1 );
color2 = new Color( color2 );
const center = divisions / 2;
const step = size / divisions;
const halfSize = size / 2;
const vertices = [], colors = [];
for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
vertices.push( - halfSize, 0, k, halfSize, 0, k );
vertices.push( k, 0, - halfSize, k, 0, halfSize );
const color = i === center ? color1 : color2;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
color.toArray( colors, j ); j += 3;
}
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'GridHelper';
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
/**
* This helper is an object to define polar grids. Grids are
* two-dimensional arrays of lines.
*
* ```js
* const radius = 10;
* const sectors = 16;
* const rings = 8;
* const divisions = 64;
*
* const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
* scene.add( helper );
* ```
*
* @augments LineSegments
*/
class PolarGridHelper extends LineSegments {
/**
* Constructs a new polar grid helper.
*
* @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
* @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
* @param {number} [rings=16] - The number of rings. This can be any positive integer.
* @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
* @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
* @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
*/
constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
color1 = new Color( color1 );
color2 = new Color( color2 );
const vertices = [];
const colors = [];
// create the sectors
if ( sectors > 1 ) {
for ( let i = 0; i < sectors; i ++ ) {
const v = ( i / sectors ) * ( Math.PI * 2 );
const x = Math.sin( v ) * radius;
const z = Math.cos( v ) * radius;
vertices.push( 0, 0, 0 );
vertices.push( x, 0, z );
const color = ( i & 1 ) ? color1 : color2;
colors.push( color.r, color.g, color.b );
colors.push( color.r, color.g, color.b );
}
}
// create the rings
for ( let i = 0; i < rings; i ++ ) {
const color = ( i & 1 ) ? color1 : color2;
const r = radius - ( radius / rings * i );
for ( let j = 0; j < divisions; j ++ ) {
// first vertex
let v = ( j / divisions ) * ( Math.PI * 2 );
let x = Math.sin( v ) * r;
let z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
// second vertex
v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
x = Math.sin( v ) * r;
z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
}
}
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'PolarGridHelper';
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
const _v1 = /*@__PURE__*/ new Vector3();
const _v2 = /*@__PURE__*/ new Vector3();
const _v3 = /*@__PURE__*/ new Vector3();
/**
* Helper object to assist with visualizing a {@link DirectionalLight}'s
* effect on the scene. This consists of a plane and a line representing the
* light's position and direction.
*
* When the directional light or its target are transformed or light properties
* are changed, it's necessary to call the `update()` method of the respective helper.
*
* ```js
* const light = new THREE.DirectionalLight( 0xFFFFFF );
* scene.add( light );
*
* const helper = new THREE.DirectionalLightHelper( light, 5 );
* scene.add( helper );
* ```
*
* @augments Object3D
*/
class DirectionalLightHelper extends Object3D {
/**
* Constructs a new directional light helper.
*
* @param {DirectionalLight} light - The light to be visualized.
* @param {number} [size=1] - The dimensions of the plane.
* @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
* the color of the light.
*/
constructor( light, size, color ) {
super();
/**
* The light being visualized.
*
* @type {DirectionalLight}
*/
this.light = light;
this.matrix = light.matrixWorld;
this.matrixAutoUpdate = false;
/**
* The color parameter passed in the constructor.
* If not set, the helper will take the color of the light.
*
* @type {number|Color|string}
*/
this.color = color;
this.type = 'DirectionalLightHelper';
if ( size === undefined ) size = 1;
let geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [
- size, size, 0,
size, size, 0,
size, - size, 0,
- size, - size, 0,
- size, size, 0
], 3 ) );
const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
/**
* Contains the line showing the location of the directional light.
*
* @type {Line}
*/
this.lightPlane = new Line( geometry, material );
this.add( this.lightPlane );
geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
/**
* Represents the target line of the directional light.
*
* @type {Line}
*/
this.targetLine = new Line( geometry, material );
this.add( this.targetLine );
this.update();
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.lightPlane.geometry.dispose();
this.lightPlane.material.dispose();
this.targetLine.geometry.dispose();
this.targetLine.material.dispose();
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
update() {
this.matrixWorldNeedsUpdate = true;
this.light.updateWorldMatrix( true, false );
this.light.target.updateWorldMatrix( true, false );
_v1.setFromMatrixPosition( this.light.matrixWorld );
_v2.setFromMatrixPosition( this.light.target.matrixWorld );
_v3.subVectors( _v2, _v1 );
this.lightPlane.lookAt( _v2 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color );
this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color );
this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( _v2 );
this.targetLine.scale.z = _v3.length();
}
}
const _vector = /*@__PURE__*/ new Vector3();
const _camera = /*@__PURE__*/ new Camera();
/**
* This helps with visualizing what a camera contains in its frustum. It
* visualizes the frustum of a camera using a line segments.
*
* Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
*
* `CameraHelper` must be a child of the scene.
*
* When the camera is transformed or its projection matrix is changed, it's necessary
* to call the `update()` method of the respective helper.
*
* ```js
* const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
* const helper = new THREE.CameraHelper( camera );
* scene.add( helper );
* ```
*
* @augments LineSegments
*/
class CameraHelper extends LineSegments {
/**
* Constructs a new arrow helper.
*
* @param {Camera} camera - The camera to visualize.
*/
constructor( camera ) {
const geometry = new BufferGeometry();
const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
const vertices = [];
const colors = [];
const pointMap = {};
// near
addLine( 'n1', 'n2' );
addLine( 'n2', 'n4' );
addLine( 'n4', 'n3' );
addLine( 'n3', 'n1' );
// far
addLine( 'f1', 'f2' );
addLine( 'f2', 'f4' );
addLine( 'f4', 'f3' );
addLine( 'f3', 'f1' );
// sides
addLine( 'n1', 'f1' );
addLine( 'n2', 'f2' );
addLine( 'n3', 'f3' );
addLine( 'n4', 'f4' );
// cone
addLine( 'p', 'n1' );
addLine( 'p', 'n2' );
addLine( 'p', 'n3' );
addLine( 'p', 'n4' );
// up
addLine( 'u1', 'u2' );
addLine( 'u2', 'u3' );
addLine( 'u3', 'u1' );
// target
addLine( 'c', 't' );
addLine( 'p', 'c' );
// cross
addLine( 'cn1', 'cn2' );
addLine( 'cn3', 'cn4' );
addLine( 'cf1', 'cf2' );
addLine( 'cf3', 'cf4' );
function addLine( a, b ) {
addPoint( a );
addPoint( b );
}
function addPoint( id ) {
vertices.push( 0, 0, 0 );
colors.push( 0, 0, 0 );
if ( pointMap[ id ] === undefined ) {
pointMap[ id ] = [];
}
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
}
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
super( geometry, material );
this.type = 'CameraHelper';
/**
* The camera being visualized.
*
* @type {Camera}
*/
this.camera = camera;
if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
this.matrix = camera.matrixWorld;
this.matrixAutoUpdate = false;
/**
* This contains the points used to visualize the camera.
*
* @type {Object<string,Array<number>>}
*/
this.pointMap = pointMap;
this.update();
// colors
const colorFrustum = new Color( 0xffaa00 );
const colorCone = new Color( 0xff0000 );
const colorUp = new Color( 0x00aaff );
const colorTarget = new Color( 0xffffff );
const colorCross = new Color( 0x333333 );
this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
}
/**
* Defines the colors of the helper.
*
* @param {Color} frustum - The frustum line color.
* @param {Color} cone - The cone line color.
* @param {Color} up - The up line color.
* @param {Color} target - The target line color.
* @param {Color} cross - The cross line color.
* @return {CameraHelper} A reference to this helper.
*/
setColors( frustum, cone, up, target, cross ) {
const geometry = this.geometry;
const colorAttribute = geometry.getAttribute( 'color' );
// near
colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
// far
colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
// sides
colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
// cone
colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
// up
colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
// target
colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
// cross
colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
colorAttribute.needsUpdate = true;
return this;
}
/**
* Updates the helper based on the projection matrix of the camera.
*/
update() {
const geometry = this.geometry;
const pointMap = this.pointMap;
const w = 1, h = 1;
let nearZ, farZ;
// we need just camera projection matrix inverse
// world matrix must be identity
_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
// Adjust z values based on coordinate system
if ( this.camera.reversedDepth === true ) {
nearZ = 1;
farZ = 0;
} else {
if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
nearZ = -1;
farZ = 1;
} else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
nearZ = 0;
farZ = 1;
} else {
throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
}
}
// center / target
setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
// near
setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
// far
setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
// up
setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
// cross
setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
geometry.getAttribute( 'position' ).needsUpdate = true;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
function setPoint( point, pointMap, geometry, camera, x, y, z ) {
_vector.set( x, y, z ).unproject( camera );
const points = pointMap[ point ];
if ( points !== undefined ) {
const position = geometry.getAttribute( 'position' );
for ( let i = 0, l = points.length; i < l; i ++ ) {
position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
}
}
}
const _box = /*@__PURE__*/ new Box3();
/**
* Helper object to graphically show the world-axis-aligned bounding box
* around an object. The actual bounding box is handled with {@link Box3},
* this is just a visual helper for debugging. It can be automatically
* resized with {@link BoxHelper#update} when the object it's created from
* is transformed. Note that the object must have a geometry for this to work,
* so it won't work with sprites.
*
* ```js
* const sphere = new THREE.SphereGeometry();
* const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
* const box = new THREE.BoxHelper( object, 0xffff00 );
* scene.add( box );
* ```
*
* @augments LineSegments
*/
class BoxHelper extends LineSegments {
/**
* Constructs a new box helper.
*
* @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
* @param {number|Color|string} [color=0xffff00] - The box's color.
*/
constructor( object, color = 0xffff00 ) {
const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
const positions = new Float32Array( 8 * 3 );
const geometry = new BufferGeometry();
geometry.setIndex( new BufferAttribute( indices, 1 ) );
geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
/**
* The 3D object being visualized.
*
* @type {Object3D}
*/
this.object = object;
this.type = 'BoxHelper';
this.matrixAutoUpdate = false;
this.update();
}
/**
* Updates the helper's geometry to match the dimensions of the object,
* including any children.
*/
update() {
if ( this.object !== undefined ) {
_box.setFromObject( this.object );
}
if ( _box.isEmpty() ) return;
const min = _box.min;
const max = _box.max;
/*
5____4
1/___0/|
| 6__|_7
2/___3/
0: max.x, max.y, max.z
1: min.x, max.y, max.z
2: min.x, min.y, max.z
3: max.x, min.y, max.z
4: max.x, max.y, min.z
5: min.x, max.y, min.z
6: min.x, min.y, min.z
7: max.x, min.y, min.z
*/
const position = this.geometry.attributes.position;
const array = position.array;
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
position.needsUpdate = true;
this.geometry.computeBoundingSphere();
}
/**
* Updates the wireframe box for the passed object.
*
* @param {Object3D} object - The 3D object to create the helper for.
* @return {BoxHelper} A reference to this instance.
*/
setFromObject( object ) {
this.object = object;
this.update();
return this;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.object = source.object;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
/**
* A helper object to visualize an instance of {@link Box3}.
*
* ```js
* const box = new THREE.Box3();
* box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
*
* const helper = new THREE.Box3Helper( box, 0xffff00 );
* scene.add( helper )
* ```
*
* @augments LineSegments
*/
class Box3Helper extends LineSegments {
/**
* Constructs a new box3 helper.
*
* @param {Box3} box - The box to visualize.
* @param {number|Color|string} [color=0xffff00] - The box's color.
*/
constructor( box, color = 0xffff00 ) {
const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
const positions = [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1 ];
const geometry = new BufferGeometry();
geometry.setIndex( new BufferAttribute( indices, 1 ) );
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
/**
* The box being visualized.
*
* @type {Box3}
*/
this.box = box;
this.type = 'Box3Helper';
this.geometry.computeBoundingSphere();
}
updateMatrixWorld( force ) {
const box = this.box;
if ( box.isEmpty() ) return;
box.getCenter( this.position );
box.getSize( this.scale );
this.scale.multiplyScalar( 0.5 );
super.updateMatrixWorld( force );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
/**
* A helper object to visualize an instance of {@link Plane}.
*
* ```js
* const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
* const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
* scene.add( helper );
* ```
*
* @augments Line
*/
class PlaneHelper extends Line {
/**
* Constructs a new plane helper.
*
* @param {Plane} plane - The plane to be visualized.
* @param {number} [size=1] - The side length of plane helper.
* @param {number|Color|string} [hex=0xffff00] - The helper's color.
*/
constructor( plane, size = 1, hex = 0xffff00 ) {
const color = hex;
const positions = [ 1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0 ];
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
geometry.computeBoundingSphere();
super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.type = 'PlaneHelper';
/**
* The plane being visualized.
*
* @type {Plane}
*/
this.plane = plane;
/**
* The side length of plane helper.
*
* @type {number}
* @default 1
*/
this.size = size;
const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
const geometry2 = new BufferGeometry();
geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
geometry2.computeBoundingSphere();
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
}
updateMatrixWorld( force ) {
this.position.set( 0, 0, 0 );
this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
this.lookAt( this.plane.normal );
this.translateZ( - this.plane.constant );
super.updateMatrixWorld( force );
}
/**
* Updates the helper to match the position and direction of the
* light being visualized.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
this.children[ 0 ].geometry.dispose();
this.children[ 0 ].material.dispose();
}
}
const _axis = /*@__PURE__*/ new Vector3();
let _lineGeometry, _coneGeometry;
/**
* An 3D arrow object for visualizing directions.
*
* ```js
* const dir = new THREE.Vector3( 1, 2, 0 );
*
* //normalize the direction vector (convert to vector of length 1)
* dir.normalize();
*
* const origin = new THREE.Vector3( 0, 0, 0 );
* const length = 1;
* const hex = 0xffff00;
*
* const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
* scene.add( arrowHelper );
* ```
*
* @augments Object3D
*/
class ArrowHelper extends Object3D {
/**
* Constructs a new arrow helper.
*
* @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
* @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
* @param {number} [length=1] - Length of the arrow in world units.
* @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
* @param {number} [headLength=length*0.2] - The length of the head of the arrow.
* @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
*/
constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
super();
this.type = 'ArrowHelper';
if ( _lineGeometry === undefined ) {
_lineGeometry = new BufferGeometry();
_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
_coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
_coneGeometry.translate( 0, -0.5, 0 );
}
this.position.copy( origin );
/**
* The line part of the arrow helper.
*
* @type {Line}
*/
this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
this.line.matrixAutoUpdate = false;
this.add( this.line );
/**
* The cone part of the arrow helper.
*
* @type {Mesh}
*/
this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
this.cone.matrixAutoUpdate = false;
this.add( this.cone );
this.setDirection( dir );
this.setLength( length, headLength, headWidth );
}
/**
* Sets the direction of the helper.
*
* @param {Vector3} dir - The normalized direction vector.
*/
setDirection( dir ) {
// dir is assumed to be normalized
if ( dir.y > 0.99999 ) {
this.quaternion.set( 0, 0, 0, 1 );
} else if ( dir.y < -0.99999 ) {
this.quaternion.set( 1, 0, 0, 0 );
} else {
_axis.set( dir.z, 0, - dir.x ).normalize();
const radians = Math.acos( dir.y );
this.quaternion.setFromAxisAngle( _axis, radians );
}
}
/**
* Sets the length of the helper.
*
* @param {number} length - Length of the arrow in world units.
* @param {number} [headLength=length*0.2] - The length of the head of the arrow.
* @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
*/
setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
this.line.updateMatrix();
this.cone.scale.set( headWidth, headLength, headWidth );
this.cone.position.y = length;
this.cone.updateMatrix();
}
/**
* Sets the color of the helper.
*
* @param {number|Color|string} color - The color to set.
*/
setColor( color ) {
this.line.material.color.set( color );
this.cone.material.color.set( color );
}
copy( source ) {
super.copy( source, false );
this.line.copy( source.line );
this.cone.copy( source.cone );
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.line.geometry.dispose();
this.line.material.dispose();
this.cone.geometry.dispose();
this.cone.material.dispose();
}
}
/**
* An axis object to visualize the 3 axes in a simple way.
* The X axis is red. The Y axis is green. The Z axis is blue.
*
* ```js
* const axesHelper = new THREE.AxesHelper( 5 );
* scene.add( axesHelper );
* ```
*
* @augments LineSegments
*/
class AxesHelper extends LineSegments {
/**
* Constructs a new axes helper.
*
* @param {number} [size=1] - Size of the lines representing the axes.
*/
constructor( size = 1 ) {
const vertices = [
0, 0, 0, size, 0, 0,
0, 0, 0, 0, size, 0,
0, 0, 0, 0, 0, size
];
const colors = [
1, 0, 0, 1, 0.6, 0,
0, 1, 0, 0.6, 1, 0,
0, 0, 1, 0, 0.6, 1
];
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'AxesHelper';
}
/**
* Defines the colors of the axes helper.
*
* @param {number|Color|string} xAxisColor - The color for the x axis.
* @param {number|Color|string} yAxisColor - The color for the y axis.
* @param {number|Color|string} zAxisColor - The color for the z axis.
* @return {AxesHelper} A reference to this axes helper.
*/
setColors( xAxisColor, yAxisColor, zAxisColor ) {
const color = new Color();
const array = this.geometry.attributes.color.array;
color.set( xAxisColor );
color.toArray( array, 0 );
color.toArray( array, 3 );
color.set( yAxisColor );
color.toArray( array, 6 );
color.toArray( array, 9 );
color.set( zAxisColor );
color.toArray( array, 12 );
color.toArray( array, 15 );
this.geometry.attributes.color.needsUpdate = true;
return this;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
super.dispose();
this.geometry.dispose();
this.material.dispose();
}
}
/**
* This class is used to convert a series of paths to an array of
* shapes. It is specifically used in context of fonts and SVG.
*/
class ShapePath {
/**
* Constructs a new shape path.
*/
constructor() {
this.type = 'ShapePath';
/**
* The color of the shape.
*
* @type {Color}
*/
this.color = new Color();
/**
* The paths that have been generated for this shape.
*
* @type {Array<Path>}
* @default null
*/
this.subPaths = [];
/**
* The current path that is being generated.
*
* @type {?Path}
* @default null
*/
this.currentPath = null;
/**
* An object that can be used to store custom data about the shape path.
* Mainly used by SVGLoader to store style information.
*
* @type {Object}
*/
this.userData = {};
}
/**
* Creates a new path and moves it current point to the given one.
*
* @param {number} x - The x coordinate.
* @param {number} y - The y coordinate.
* @return {ShapePath} A reference to this shape path.
*/
moveTo( x, y ) {
this.currentPath = new Path();
this.subPaths.push( this.currentPath );
this.currentPath.moveTo( x, y );
return this;
}
/**
* Adds an instance of {@link LineCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} x - The x coordinate of the end point.
* @param {number} y - The y coordinate of the end point.
* @return {ShapePath} A reference to this shape path.
*/
lineTo( x, y ) {
this.currentPath.lineTo( x, y );
return this;
}
/**
* Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} aCPx - The x coordinate of the control point.
* @param {number} aCPy - The y coordinate of the control point.
* @param {number} aX - The x coordinate of the end point.
* @param {number} aY - The y coordinate of the end point.
* @return {ShapePath} A reference to this shape path.
*/
quadraticCurveTo( aCPx, aCPy, aX, aY ) {
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
return this;
}
/**
* Adds an instance of {@link CubicBezierCurve} to the path by connecting
* the current point with the given one.
*
* @param {number} aCP1x - The x coordinate of the first control point.
* @param {number} aCP1y - The y coordinate of the first control point.
* @param {number} aCP2x - The x coordinate of the second control point.
* @param {number} aCP2y - The y coordinate of the second control point.
* @param {number} aX - The x coordinate of the end point.
* @param {number} aY - The y coordinate of the end point.
* @return {ShapePath} A reference to this shape path.
*/
bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
return this;
}
/**
* Adds an instance of {@link SplineCurve} to the path by connecting
* the current point with the given list of points.
*
* @param {Array<Vector2>} pts - An array of points in 2D space.
* @return {ShapePath} A reference to this shape path.
*/
splineThru( pts ) {
this.currentPath.splineThru( pts );
return this;
}
/**
* Converts the paths into an array of shapes.
*
* @return {Array<Shape>} An array of shapes.
*/
toShapes() {
// Point-in-polygon test using the even-odd ray-casting rule. Valid for
// simple (non self-intersecting) polygons.
function pointInPolygon( p, polygon ) {
let inside = false;
const n = polygon.length;
for ( let i = 0, j = n - 1; i < n; j = i ++ ) {
const a = polygon[ i ];
const b = polygon[ j ];
if ( ( a.y > p.y ) !== ( b.y > p.y ) &&
p.x < ( b.x - a.x ) * ( p.y - a.y ) / ( b.y - a.y ) + a.x ) {
inside = ! inside;
}
}
return inside;
}
// Returns a point guaranteed to be strictly inside the given simple
// polygon. First tries the bounding-box center; if that falls outside
// the polygon, casts a horizontal ray at the center's y and picks the
// midpoint between the first two sorted intercepts.
//
// Port of paper.js' Path#getInteriorPoint()
// https://github.com/paperjs/paper.js/blob/develop/src/path/PathItem.Boolean.js
function getInteriorPoint( polygon, boundingBox ) {
const point = boundingBox.getCenter( new Vector2() );
if ( pointInPolygon( point, polygon ) ) return point;
const y = point.y;
const intercepts = [];
const n = polygon.length;
for ( let i = 0; i < n; i ++ ) {
const a = polygon[ i ];
const b = polygon[ ( i + 1 ) % n ];
// Half-open crossing rule — counts each vertex exactly once and
// skips horizontal edges.
if ( ( a.y > y ) !== ( b.y > y ) ) {
const x = a.x + ( y - a.y ) * ( b.x - a.x ) / ( b.y - a.y );
intercepts.push( x );
}
}
if ( intercepts.length > 1 ) {
intercepts.sort( ( a, b ) => a - b );
point.x = ( intercepts[ 0 ] + intercepts[ 1 ] ) / 2;
}
return point;
}
// Resolve fill-rule. Defaults to 'nonzero'.
let fillRule = ( this.userData.style && this.userData.style.fillRule ) || 'nonzero';
if ( fillRule !== 'nonzero' && fillRule !== 'evenodd' ) {
warn( 'Fill-rule "' + fillRule + '" is not supported, falling back to "nonzero".' );
fillRule = 'nonzero';
}
// Predicate that decides whether a winding number falls inside the fill
// region, per the SVG fill-rule spec. Works for negative windings too,
// because JavaScript's bitwise AND preserves odd/even under two's
// complement.
const isInside = fillRule === 'nonzero'
? ( w => w !== 0 )
: ( w => ( w & 1 ) !== 0 );
// Build an entry per usable subpath. Self-winding follows the standard
// convention used by ShapeUtils: counter-clockwise (signed area > 0)
// contributes +1 to the winding number at an interior point,
// clockwise contributes -1.
const entries = [];
for ( const subPath of this.subPaths ) {
const points = subPath.getPoints();
if ( points.length < 3 ) continue;
const area = ShapeUtils.area( points );
if ( area === 0 ) continue;
const boundingBox = new Box2();
for ( let i = 0; i < points.length; i ++ ) boundingBox.expandByPoint( points[ i ] );
entries.push( {
subPath: subPath,
points: points,
boundingBox: boundingBox,
interiorPoint: getInteriorPoint( points, boundingBox ),
absArea: Math.abs( area ),
winding: area < 0 ? -1 : 1,
container: null,
exclude: false,
role: null
} );
}
// Sort by area descending. This guarantees that any subpath that could
// contain `entries[i]` is located at a smaller index and has already
// been processed when it's entries[i]'s turn. Port of paper.js'
// reorientPaths() algorithm.
entries.sort( ( a, b ) => b.absArea - a.absArea );
// Walk already-processed entries from closest-in-size to largest,
// stopping at the innermost container. Accumulate the container's
// cumulative winding into this entry's winding so that the final value
// equals the winding number at this entry's interior point.
//
// A subpath only contributes to the fill boundary when crossing it
// actually flips the "insideness" per the fill rule; otherwise it's a
// redundant overlap and gets excluded to avoid double-counting.
for ( let i = 0; i < entries.length; i ++ ) {
const entry = entries[ i ];
let containerWinding = 0;
for ( let j = i - 1; j >= 0; j -- ) {
const candidate = entries[ j ];
if ( ! candidate.boundingBox.containsBox( entry.boundingBox ) ) continue;
if ( ! pointInPolygon( entry.interiorPoint, candidate.points ) ) continue;
entry.container = candidate.exclude ? candidate.container : candidate;
containerWinding = candidate.winding;
entry.winding += containerWinding;
break;
}
if ( isInside( entry.winding ) === isInside( containerWinding ) ) {
entry.exclude = true;
}
}
// Classify retained entries. An entry is an outer shape if it has no
// container or if its container is itself a hole (a solid nested inside
// a hole becomes a new top-level shape); otherwise it's a hole in its
// container. Entries were already sorted outermost-first, so each
// container's role is known by the time we look at it.
for ( const entry of entries ) {
if ( entry.exclude ) continue;
entry.role = ( entry.container === null || entry.container.role === 'hole' ) ? 'outer' : 'hole';
}
// Build Shapes for outers first, then attach holes to their container's
// Shape.
const shapes = [];
const shapeByEntry = new Map();
for ( const entry of entries ) {
if ( entry.exclude || entry.role !== 'outer' ) continue;
const shape = new Shape();
shape.curves = entry.subPath.curves;
shapes.push( shape );
shapeByEntry.set( entry, shape );
}
for ( const entry of entries ) {
if ( entry.exclude || entry.role !== 'hole' ) continue;
const shape = shapeByEntry.get( entry.container );
if ( ! shape ) continue;
const hole = new Path();
hole.curves = entry.subPath.curves;
shape.holes.push( hole );
}
return shapes;
}
}
/**
* Abstract base class for controls.
*
* @abstract
* @augments EventDispatcher
*/
class Controls extends EventDispatcher {
/**
* Constructs a new controls instance.
*
* @param {Object3D} object - The object that is managed by the controls.
* @param {?HTMLElement} domElement - The HTML element used for event listeners.
*/
constructor( object, domElement = null ) {
super();
/**
* The object that is managed by the controls.
*
* @type {Object3D}
*/
this.object = object;
/**
* The HTML element used for event listeners.
*
* @type {?HTMLElement}
* @default null
*/
this.domElement = domElement;
/**
* Whether the controls responds to user input or not.
*
* @type {boolean}
* @default true
*/
this.enabled = true;
/**
* The internal state of the controls.
*
* @type {number}
* @default -1
*/
this.state = -1;
/**
* This object defines the keyboard input of the controls.
*
* @type {Object}
*/
this.keys = {};
/**
* This object defines what type of actions are assigned to the available mouse buttons.
* It depends on the control implementation what kind of mouse buttons and actions are supported.
*
* @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
*/
this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
/**
* This object defines what type of actions are assigned to what kind of touch interaction.
* It depends on the control implementation what kind of touch interaction and actions are supported.
*
* @type {{ONE: ?number, TWO: ?number}}
*/
this.touches = { ONE: null, TWO: null };
}
/**
* Connects the controls to the DOM. This method has so called "side effects" since
* it adds the module's event listeners to the DOM.
*
* @param {HTMLElement} element - The DOM element to connect to.
*/
connect( element ) {
if ( this.domElement !== null ) this.disconnect();
this.domElement = element;
}
/**
* Disconnects the controls from the DOM.
*/
disconnect() {}
/**
* Call this method if you no longer want use to the controls. It frees all internal
* resources and removes all event listeners.
*/
dispose() {}
/**
* Controls should implement this method if they have to update their internal state
* per simulation step.
*
* @param {number} [delta] - The time delta in seconds.
*/
update( /* delta */ ) {}
}
/**
* Scales the texture as large as possible within its surface without cropping
* or stretching the texture. The method preserves the original aspect ratio of
* the texture. Akin to CSS `object-fit: contain`
*
* @param {Texture} texture - The texture.
* @param {number} aspect - The texture's aspect ratio.
* @return {Texture} The updated texture.
*/
function contain( texture, aspect ) {
const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
if ( imageAspect > aspect ) {
texture.repeat.x = 1;
texture.repeat.y = imageAspect / aspect;
texture.offset.x = 0;
texture.offset.y = ( 1 - texture.repeat.y ) / 2;
} else {
texture.repeat.x = aspect / imageAspect;
texture.repeat.y = 1;
texture.offset.x = ( 1 - texture.repeat.x ) / 2;
texture.offset.y = 0;
}
return texture;
}
/**
* Scales the texture to the smallest possible size to fill the surface, leaving
* no empty space. The method preserves the original aspect ratio of the texture.
* Akin to CSS `object-fit: cover`.
*
* @param {Texture} texture - The texture.
* @param {number} aspect - The texture's aspect ratio.
* @return {Texture} The updated texture.
*/
function cover( texture, aspect ) {
const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
if ( imageAspect > aspect ) {
texture.repeat.x = aspect / imageAspect;
texture.repeat.y = 1;
texture.offset.x = ( 1 - texture.repeat.x ) / 2;
texture.offset.y = 0;
} else {
texture.repeat.x = 1;
texture.repeat.y = imageAspect / aspect;
texture.offset.x = 0;
texture.offset.y = ( 1 - texture.repeat.y ) / 2;
}
return texture;
}
/**
* Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
*
* @param {Texture} texture - The texture.
* @return {Texture} The updated texture.
*/
function fill( texture ) {
texture.repeat.x = 1;
texture.repeat.y = 1;
texture.offset.x = 0;
texture.offset.y = 0;
return texture;
}
/**
* Determines how many bytes must be used to represent the texture.
*
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} format - The texture's format.
* @param {number} type - The texture's type.
* @return {number} The byte length.
*/
function getByteLength( width, height, format, type ) {
const typeByteLength = getTextureTypeByteLength( type );
switch ( format ) {
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
case AlphaFormat:
return width * height;
case RedFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RedIntegerFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGIntegerFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBFormat:
return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAIntegerFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
case RGB_S3TC_DXT1_Format:
case RGBA_S3TC_DXT1_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_S3TC_DXT3_Format:
case RGBA_S3TC_DXT5_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
case RGB_PVRTC_2BPPV1_Format:
case RGBA_PVRTC_2BPPV1_Format:
return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
case RGB_PVRTC_4BPPV1_Format:
case RGBA_PVRTC_4BPPV1_Format:
return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
case RGB_ETC1_Format:
case RGB_ETC2_Format:
case R11_EAC_Format:
case SIGNED_R11_EAC_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_ETC2_EAC_Format:
case RG11_EAC_Format:
case SIGNED_RG11_EAC_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
case RGBA_ASTC_4x4_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x4_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x5_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x5_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x6_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x5_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_8x6_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x8_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x5_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_10x6_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_10x8_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x10_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x10_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x12_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
case RGBA_BPTC_Format:
case RGB_BPTC_SIGNED_Format:
case RGB_BPTC_UNSIGNED_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
case RED_RGTC1_Format:
case SIGNED_RED_RGTC1_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
case RED_GREEN_RGTC2_Format:
case SIGNED_RED_GREEN_RGTC2_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
}
throw new Error(
`Unable to determine texture byte length for ${format} format.`,
);
}
function getTextureTypeByteLength( type ) {
switch ( type ) {
case UnsignedByteType:
case ByteType:
return { byteLength: 1, components: 1 };
case UnsignedShortType:
case ShortType:
case HalfFloatType:
return { byteLength: 2, components: 1 };
case UnsignedShort4444Type:
case UnsignedShort5551Type:
return { byteLength: 2, components: 4 };
case UnsignedIntType:
case IntType:
case FloatType:
return { byteLength: 4, components: 1 };
case UnsignedInt5999Type:
case UnsignedInt101111Type:
return { byteLength: 4, components: 3 };
}
throw new Error( `THREE.TextureUtils: Unknown texture type ${type}.` );
}
/**
* A class containing utility functions for textures.
*
* @hideconstructor
*/
class TextureUtils {
/**
* Scales the texture as large as possible within its surface without cropping
* or stretching the texture. The method preserves the original aspect ratio of
* the texture. Akin to CSS `object-fit: contain`
*
* @param {Texture} texture - The texture.
* @param {number} aspect - The texture's aspect ratio.
* @return {Texture} The updated texture.
*/
static contain( texture, aspect ) {
return contain( texture, aspect );
}
/**
* Scales the texture to the smallest possible size to fill the surface, leaving
* no empty space. The method preserves the original aspect ratio of the texture.
* Akin to CSS `object-fit: cover`.
*
* @param {Texture} texture - The texture.
* @param {number} aspect - The texture's aspect ratio.
* @return {Texture} The updated texture.
*/
static cover( texture, aspect ) {
return cover( texture, aspect );
}
/**
* Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
*
* @param {Texture} texture - The texture.
* @return {Texture} The updated texture.
*/
static fill( texture ) {
return fill( texture );
}
/**
* Determines how many bytes must be used to represent the texture.
*
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} format - The texture's format.
* @param {number} type - The texture's type.
* @return {number} The byte length.
*/
static getByteLength( width, height, format, type ) {
return getByteLength( width, height, format, type );
}
}
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
revision: REVISION,
} } ) );
}
if ( typeof window !== 'undefined' ) {
if ( window.__THREE__ ) {
warn( 'WARNING: Multiple instances of Three.js being imported.' );
} else {
window.__THREE__ = REVISION;
}
}
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderObjectRefreshType, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain };