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threejs-math

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Stand-alone version of three.js math with TypeScript support

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const REVISION = '144dev'; const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; const CullFaceNone = 0; const CullFaceBack = 1; const CullFaceFront = 2; const CullFaceFrontBack = 3; const BasicShadowMap = 0; const PCFShadowMap = 1; const PCFSoftShadowMap = 2; const VSMShadowMap = 3; const FrontSide = 0; const BackSide = 1; const DoubleSide = 2; const NoBlending = 0; const NormalBlending = 1; const AdditiveBlending = 2; const SubtractiveBlending = 3; const MultiplyBlending = 4; const CustomBlending = 5; const AddEquation = 100; const SubtractEquation = 101; const ReverseSubtractEquation = 102; const MinEquation = 103; const MaxEquation = 104; const ZeroFactor = 200; const OneFactor = 201; const SrcColorFactor = 202; const OneMinusSrcColorFactor = 203; const SrcAlphaFactor = 204; const OneMinusSrcAlphaFactor = 205; const DstAlphaFactor = 206; const OneMinusDstAlphaFactor = 207; const DstColorFactor = 208; const OneMinusDstColorFactor = 209; const SrcAlphaSaturateFactor = 210; const NeverDepth = 0; const AlwaysDepth = 1; const LessDepth = 2; const LessEqualDepth = 3; const EqualDepth = 4; const GreaterEqualDepth = 5; const GreaterDepth = 6; const NotEqualDepth = 7; const MultiplyOperation = 0; const MixOperation = 1; const AddOperation = 2; const NoToneMapping = 0; const LinearToneMapping = 1; const ReinhardToneMapping = 2; const CineonToneMapping = 3; const ACESFilmicToneMapping = 4; const CustomToneMapping = 5; const UVMapping = 300; const CubeReflectionMapping = 301; const CubeRefractionMapping = 302; const EquirectangularReflectionMapping = 303; const EquirectangularRefractionMapping = 304; const CubeUVReflectionMapping = 306; const RepeatWrapping = 1000; const ClampToEdgeWrapping = 1001; const MirroredRepeatWrapping = 1002; const NearestFilter = 1003; const NearestMipmapNearestFilter = 1004; const NearestMipMapNearestFilter = 1004; const NearestMipmapLinearFilter = 1005; const NearestMipMapLinearFilter = 1005; const LinearFilter = 1006; const LinearMipmapNearestFilter = 1007; const LinearMipMapNearestFilter = 1007; const LinearMipmapLinearFilter = 1008; const LinearMipMapLinearFilter = 1008; const UnsignedByteType = 1009; const ByteType = 1010; const ShortType = 1011; const UnsignedShortType = 1012; const IntType = 1013; const UnsignedIntType = 1014; const FloatType = 1015; const HalfFloatType = 1016; const UnsignedShort4444Type = 1017; const UnsignedShort5551Type = 1018; const UnsignedInt248Type = 1020; const AlphaFormat = 1021; const RGBFormat = 1022; // @deprecated since r137 const RGBAFormat = 1023; const LuminanceFormat = 1024; const LuminanceAlphaFormat = 1025; const DepthFormat = 1026; const DepthStencilFormat = 1027; const RedFormat = 1028; const RedIntegerFormat = 1029; const RGFormat = 1030; const RGIntegerFormat = 1031; const RGBAIntegerFormat = 1033; const RGB_S3TC_DXT1_Format = 33776; const RGBA_S3TC_DXT1_Format = 33777; const RGBA_S3TC_DXT3_Format = 33778; const RGBA_S3TC_DXT5_Format = 33779; const RGB_PVRTC_4BPPV1_Format = 35840; const RGB_PVRTC_2BPPV1_Format = 35841; const RGBA_PVRTC_4BPPV1_Format = 35842; const RGBA_PVRTC_2BPPV1_Format = 35843; const RGB_ETC1_Format = 36196; const RGB_ETC2_Format = 37492; const RGBA_ETC2_EAC_Format = 37496; const RGBA_ASTC_4x4_Format = 37808; const RGBA_ASTC_5x4_Format = 37809; const RGBA_ASTC_5x5_Format = 37810; const RGBA_ASTC_6x5_Format = 37811; const RGBA_ASTC_6x6_Format = 37812; const RGBA_ASTC_8x5_Format = 37813; const RGBA_ASTC_8x6_Format = 37814; const RGBA_ASTC_8x8_Format = 37815; const RGBA_ASTC_10x5_Format = 37816; const RGBA_ASTC_10x6_Format = 37817; const RGBA_ASTC_10x8_Format = 37818; const RGBA_ASTC_10x10_Format = 37819; const RGBA_ASTC_12x10_Format = 37820; const RGBA_ASTC_12x12_Format = 37821; const RGBA_BPTC_Format = 36492; const LoopOnce = 2200; const LoopRepeat = 2201; const LoopPingPong = 2202; const InterpolateDiscrete = 2300; const InterpolateLinear = 2301; const InterpolateSmooth = 2302; const ZeroCurvatureEnding = 2400; const ZeroSlopeEnding = 2401; const WrapAroundEnding = 2402; const NormalAnimationBlendMode = 2500; const AdditiveAnimationBlendMode = 2501; const TrianglesDrawMode = 0; const TriangleStripDrawMode = 1; const TriangleFanDrawMode = 2; const LinearEncoding = 3000; const sRGBEncoding = 3001; const BasicDepthPacking = 3200; const RGBADepthPacking = 3201; const TangentSpaceNormalMap = 0; const ObjectSpaceNormalMap = 1; // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. const NoColorSpace = ''; const SRGBColorSpace = 'srgb'; const LinearSRGBColorSpace = 'srgb-linear'; const ZeroStencilOp = 0; const KeepStencilOp = 7680; const ReplaceStencilOp = 7681; const IncrementStencilOp = 7682; const DecrementStencilOp = 7683; const IncrementWrapStencilOp = 34055; const DecrementWrapStencilOp = 34056; const InvertStencilOp = 5386; const NeverStencilFunc = 512; const LessStencilFunc = 513; const EqualStencilFunc = 514; const LessEqualStencilFunc = 515; const GreaterStencilFunc = 516; const NotEqualStencilFunc = 517; const GreaterEqualStencilFunc = 518; const AlwaysStencilFunc = 519; const StaticDrawUsage = 35044; const DynamicDrawUsage = 35048; const StreamDrawUsage = 35040; const StaticReadUsage = 35045; const DynamicReadUsage = 35049; const StreamReadUsage = 35041; const StaticCopyUsage = 35046; const DynamicCopyUsage = 35050; const StreamCopyUsage = 35042; const GLSL1 = '100'; const GLSL3 = '300 es'; const _SRGBAFormat = 1035; // fallback for WebGL 1 class Vector2 { constructor( x = 0, y = 0 ) { Vector2.prototype.isVector2 = true; this.x = x; this.y = y; } get width() { return this.x; } set width( value ) { this.x = value; } get height() { return this.y; } set height( value ) { this.y = value; } set( x, y ) { this.x = x; this.y = y; return this; } setScalar( scalar ) { this.x = scalar; this.y = scalar; return this; } setX( x ) { this.x = x; return this; } setY( y ) { this.y = y; return this; } setComponent( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; } getComponent( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; default: throw new Error( 'index is out of range: ' + index ); } } clone() { return new this.constructor( this.x, this.y ); } copy( v ) { this.x = v.x; this.y = v.y; return this; } add( v ) { this.x += v.x; this.y += v.y; return this; } addScalar( s ) { this.x += s; this.y += s; return this; } addVectors( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; } addScaledVector( v, s ) { this.x += v.x * s; this.y += v.y * s; return this; } sub( v ) { this.x -= v.x; this.y -= v.y; return this; } subScalar( s ) { this.x -= s; this.y -= s; return this; } subVectors( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; } multiply( v ) { this.x *= v.x; this.y *= v.y; return this; } multiplyScalar( scalar ) { this.x *= scalar; this.y *= scalar; return this; } divide( v ) { this.x /= v.x; this.y /= v.y; return this; } divideScalar( scalar ) { return this.multiplyScalar( 1 / scalar ); } applyMatrix3( m ) { const x = this.x, y = this.y; const e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; return this; } min( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); return this; } max( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); return this; } clamp( min, max ) { // assumes min < max, componentwise this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); return this; } clampScalar( minVal, maxVal ) { this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); return this; } clampLength( min, max ) { const length = this.length(); return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); } floor() { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); return this; } ceil() { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); return this; } round() { this.x = Math.round( this.x ); this.y = Math.round( this.y ); return this; } roundToZero() { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); return this; } negate() { this.x = - this.x; this.y = - this.y; return this; } dot( v ) { return this.x * v.x + this.y * v.y; } cross( v ) { return this.x * v.y - this.y * v.x; } lengthSq() { return this.x * this.x + this.y * this.y; } length() { return Math.sqrt( this.x * this.x + this.y * this.y ); } manhattanLength() { return Math.abs( this.x ) + Math.abs( this.y ); } normalize() { return this.divideScalar( this.length() || 1 ); } angle() { // computes the angle in radians with respect to the positive x-axis const angle = Math.atan2( - this.y, - this.x ) + Math.PI; return angle; } distanceTo( v ) { return Math.sqrt( this.distanceToSquared( v ) ); } distanceToSquared( v ) { const dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; } manhattanDistanceTo( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); } setLength( length ) { return this.normalize().multiplyScalar( length ); } lerp( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; return this; } lerpVectors( v1, v2, alpha ) { this.x = v1.x + ( v2.x - v1.x ) * alpha; this.y = v1.y + ( v2.y - v1.y ) * alpha; return this; } equals( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) ); } fromArray( array, offset = 0 ) { this.x = array[ offset ]; this.y = array[ offset + 1 ]; return this; } toArray( array = [], offset = 0 ) { array[ offset ] = this.x; array[ offset + 1 ] = this.y; return array; } // fromBufferAttribute( attribute, index ) { // this.x = attribute.getX( index ); // this.y = attribute.getY( index ); // return this; // } rotateAround( center, angle ) { const c = Math.cos( angle ), s = Math.sin( angle ); const x = this.x - center.x; const y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; return this; } random() { this.x = Math.random(); this.y = Math.random(); return this; } *[ Symbol.iterator ]() { yield this.x; yield this.y; } } const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; let _seed = 1234567; const DEG2RAD = Math.PI / 180; const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 function generateUUID() { const d0 = Math.random() * 0xffffffff | 0; const d1 = Math.random() * 0xffffffff | 0; const d2 = Math.random() * 0xffffffff | 0; const d3 = Math.random() * 0xffffffff | 0; const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; // .toLowerCase() here flattens concatenated strings to save heap memory space. return uuid.toLowerCase(); } function clamp( value, min, max ) { return Math.max( min, Math.min( max, value ) ); } // compute euclidean modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation function euclideanModulo( n, m ) { return ( ( n % m ) + m ) % m; } // Linear mapping from range <a1, a2> to range <b1, b2> function mapLinear( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ function inverseLerp( x, y, value ) { if ( x !== y ) { return ( value - x ) / ( y - x ); } else { return 0; } } // https://en.wikipedia.org/wiki/Linear_interpolation function lerp( x, y, t ) { return ( 1 - t ) * x + t * y; } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ function damp( x, y, lambda, dt ) { return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); } // https://www.desmos.com/calculator/vcsjnyz7x4 function pingpong( x, length = 1 ) { return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); } // http://en.wikipedia.org/wiki/Smoothstep function smoothstep( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * ( 3 - 2 * x ); } function smootherstep( x, min, max ) { if ( x <= min ) return 0; if ( x >= max ) return 1; x = ( x - min ) / ( max - min ); return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); } // Random integer from <low, high> interval function randInt( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); } // Random float from <low, high> interval function randFloat( low, high ) { return low + Math.random() * ( high - low ); } // Random float from <-range/2, range/2> interval function randFloatSpread( range ) { return range * ( 0.5 - Math.random() ); } // Deterministic pseudo-random float in the interval [ 0, 1 ] function seededRandom( s ) { if ( s !== undefined ) _seed = s; // Mulberry32 generator let t = _seed += 0x6D2B79F5; t = Math.imul( t ^ t >>> 15, t | 1 ); t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; } function degToRad( degrees ) { return degrees * DEG2RAD; } function radToDeg( radians ) { return radians * RAD2DEG; } function isPowerOfTwo( value ) { return ( value & ( value - 1 ) ) === 0 && value !== 0; } function ceilPowerOfTwo( value ) { return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); } function floorPowerOfTwo( value ) { return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); } function setQuaternionFromProperEuler( q, a, b, c, order ) { // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles // rotations are applied to the axes in the order specified by 'order' // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' // angles are in radians const cos = Math.cos; const sin = Math.sin; const c2 = cos( b / 2 ); const s2 = sin( b / 2 ); const c13 = cos( ( a + c ) / 2 ); const s13 = sin( ( a + c ) / 2 ); const c1_3 = cos( ( a - c ) / 2 ); const s1_3 = sin( ( a - c ) / 2 ); const c3_1 = cos( ( c - a ) / 2 ); const s3_1 = sin( ( c - a ) / 2 ); switch ( order ) { case 'XYX': q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); break; case 'YZY': q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); break; case 'ZXZ': q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); break; case 'XZX': q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); break; case 'YXY': q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); break; case 'ZYZ': q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); break; default: console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); } } function denormalize( value, array ) { switch ( array.constructor ) { case Float32Array: return value; case Uint16Array: return value / 65535.0; case Uint8Array: return value / 255.0; case Int16Array: return Math.max( value / 32767.0, - 1.0 ); case Int8Array: return Math.max( value / 127.0, - 1.0 ); default: throw new Error( 'Invalid component type.' ); } } function normalize( value, array ) { switch ( array.constructor ) { case Float32Array: return value; case Uint16Array: return Math.round( value * 65535.0 ); case Uint8Array: return Math.round( value * 255.0 ); case Int16Array: return Math.round( value * 32767.0 ); case Int8Array: return Math.round( value * 127.0 ); default: throw new Error( 'Invalid component type.' ); } } var MathUtils$1 = /*#__PURE__*/Object.freeze({ __proto__: null, DEG2RAD: DEG2RAD, RAD2DEG: RAD2DEG, generateUUID: generateUUID, clamp: clamp, euclideanModulo: euclideanModulo, mapLinear: mapLinear, inverseLerp: inverseLerp, lerp: lerp, damp: damp, pingpong: pingpong, smoothstep: smoothstep, smootherstep: smootherstep, randInt: randInt, randFloat: randFloat, randFloatSpread: randFloatSpread, seededRandom: seededRandom, degToRad: degToRad, radToDeg: radToDeg, isPowerOfTwo: isPowerOfTwo, ceilPowerOfTwo: ceilPowerOfTwo, floorPowerOfTwo: floorPowerOfTwo, setQuaternionFromProperEuler: setQuaternionFromProperEuler, normalize: normalize, denormalize: denormalize }); class Quaternion { constructor( x = 0, y = 0, z = 0, w = 1 ) { this.isQuaternion = true; this._x = x; this._y = y; this._z = z; this._w = w; } static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { // fuzz-free, array-based Quaternion SLERP operation let x0 = src0[ srcOffset0 + 0 ], y0 = src0[ srcOffset0 + 1 ], z0 = src0[ srcOffset0 + 2 ], w0 = src0[ srcOffset0 + 3 ]; const x1 = src1[ srcOffset1 + 0 ], y1 = src1[ srcOffset1 + 1 ], z1 = src1[ srcOffset1 + 2 ], w1 = src1[ srcOffset1 + 3 ]; if ( t === 0 ) { dst[ dstOffset + 0 ] = x0; dst[ dstOffset + 1 ] = y0; dst[ dstOffset + 2 ] = z0; dst[ dstOffset + 3 ] = w0; return; } if ( t === 1 ) { dst[ dstOffset + 0 ] = x1; dst[ dstOffset + 1 ] = y1; dst[ dstOffset + 2 ] = z1; dst[ dstOffset + 3 ] = w1; return; } if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { let s = 1 - t; const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, dir = ( cos >= 0 ? 1 : - 1 ), sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: if ( sqrSin > Number.EPSILON ) { const sin = Math.sqrt( sqrSin ), len = Math.atan2( sin, cos * dir ); s = Math.sin( s * len ) / sin; t = Math.sin( t * len ) / sin; } const tDir = t * dir; x0 = x0 * s + x1 * tDir; y0 = y0 * s + y1 * tDir; z0 = z0 * s + z1 * tDir; w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp: if ( s === 1 - t ) { const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); x0 *= f; y0 *= f; z0 *= f; w0 *= f; } } dst[ dstOffset ] = x0; dst[ dstOffset + 1 ] = y0; dst[ dstOffset + 2 ] = z0; dst[ dstOffset + 3 ] = w0; } static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { const x0 = src0[ srcOffset0 ]; const y0 = src0[ srcOffset0 + 1 ]; const z0 = src0[ srcOffset0 + 2 ]; const w0 = src0[ srcOffset0 + 3 ]; const x1 = src1[ srcOffset1 ]; const y1 = src1[ srcOffset1 + 1 ]; const z1 = src1[ srcOffset1 + 2 ]; const w1 = src1[ srcOffset1 + 3 ]; dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; return dst; } get x() { return this._x; } set x( value ) { this._x = value; this._onChangeCallback(); } get y() { return this._y; } set y( value ) { this._y = value; this._onChangeCallback(); } get z() { return this._z; } set z( value ) { this._z = value; this._onChangeCallback(); } get w() { return this._w; } set w( value ) { this._w = value; this._onChangeCallback(); } set( x, y, z, w ) { this._x = x; this._y = y; this._z = z; this._w = w; this._onChangeCallback(); return this; } clone() { return new this.constructor( this._x, this._y, this._z, this._w ); } copy( quaternion ) { this._x = quaternion.x; this._y = quaternion.y; this._z = quaternion.z; this._w = quaternion.w; this._onChangeCallback(); return this; } setFromEuler( euler, update ) { const x = euler._x, y = euler._y, z = euler._z, order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m const cos = Math.cos; const sin = Math.sin; const c1 = cos( x / 2 ); const c2 = cos( y / 2 ); const c3 = cos( z / 2 ); const s1 = sin( x / 2 ); const s2 = sin( y / 2 ); const s3 = sin( z / 2 ); switch ( order ) { case 'XYZ': this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; break; case 'YXZ': this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; break; case 'ZXY': this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; break; case 'ZYX': this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; break; case 'YZX': this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3; break; case 'XZY': this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3; break; default: console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); } if ( update !== false ) this._onChangeCallback(); return this; } setFromAxisAngle( axis, angle ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm // assumes axis is normalized const halfAngle = angle / 2, s = Math.sin( halfAngle ); this._x = axis.x * s; this._y = axis.y * s; this._z = axis.z * s; this._w = Math.cos( halfAngle ); this._onChangeCallback(); return this; } setFromRotationMatrix( m ) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) const te = m.elements, m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], trace = m11 + m22 + m33; if ( trace > 0 ) { const s = 0.5 / Math.sqrt( trace + 1.0 ); this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; this._y = ( m13 - m31 ) * s; this._z = ( m21 - m12 ) * s; } else if ( m11 > m22 && m11 > m33 ) { const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); this._w = ( m32 - m23 ) / s; this._x = 0.25 * s; this._y = ( m12 + m21 ) / s; this._z = ( m13 + m31 ) / s; } else if ( m22 > m33 ) { const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); this._w = ( m13 - m31 ) / s; this._x = ( m12 + m21 ) / s; this._y = 0.25 * s; this._z = ( m23 + m32 ) / s; } else { const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; this._y = ( m23 + m32 ) / s; this._z = 0.25 * s; } this._onChangeCallback(); return this; } setFromUnitVectors( vFrom, vTo ) { // assumes direction vectors vFrom and vTo are normalized let r = vFrom.dot( vTo ) + 1; if ( r < Number.EPSILON ) { // vFrom and vTo point in opposite directions r = 0; if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { this._x = - vFrom.y; this._y = vFrom.x; this._z = 0; this._w = r; } else { this._x = 0; this._y = - vFrom.z; this._z = vFrom.y; this._w = r; } } else { // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; this._w = r; } return this.normalize(); } angleTo( q ) { return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); } rotateTowards( q, step ) { const angle = this.angleTo( q ); if ( angle === 0 ) return this; const t = Math.min( 1, step / angle ); this.slerp( q, t ); return this; } identity() { return this.set( 0, 0, 0, 1 ); } invert() { // quaternion is assumed to have unit length return this.conjugate(); } conjugate() { this._x *= - 1; this._y *= - 1; this._z *= - 1; this._onChangeCallback(); return this; } dot( v ) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; } lengthSq() { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; } length() { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); } normalize() { let l = this.length(); if ( l === 0 ) { this._x = 0; this._y = 0; this._z = 0; this._w = 1; } else { l = 1 / l; this._x = this._x * l; this._y = this._y * l; this._z = this._z * l; this._w = this._w * l; } this._onChangeCallback(); return this; } multiply( q ) { return this.multiplyQuaternions( this, q ); } premultiply( q ) { return this.multiplyQuaternions( q, this ); } multiplyQuaternions( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; this._onChangeCallback(); return this; } slerp( qb, t ) { if ( t === 0 ) return this; if ( t === 1 ) return this.copy( qb ); const x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; if ( cosHalfTheta < 0 ) { this._w = - qb._w; this._x = - qb._x; this._y = - qb._y; this._z = - qb._z; cosHalfTheta = - cosHalfTheta; } else { this.copy( qb ); } if ( cosHalfTheta >= 1.0 ) { this._w = w; this._x = x; this._y = y; this._z = z; return this; } const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; if ( sqrSinHalfTheta <= Number.EPSILON ) { const s = 1 - t; this._w = s * w + t * this._w; this._x = s * x + t * this._x; this._y = s * y + t * this._y; this._z = s * z + t * this._z; this.normalize(); this._onChangeCallback(); return this; } const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; this._w = ( w * ratioA + this._w * ratioB ); this._x = ( x * ratioA + this._x * ratioB ); this._y = ( y * ratioA + this._y * ratioB ); this._z = ( z * ratioA + this._z * ratioB ); this._onChangeCallback(); return this; } slerpQuaternions( qa, qb, t ) { return this.copy( qa ).slerp( qb, t ); } random() { // Derived from http://planning.cs.uiuc.edu/node198.html // Note, this source uses w, x, y, z ordering, // so we swap the order below. const u1 = Math.random(); const sqrt1u1 = Math.sqrt( 1 - u1 ); const sqrtu1 = Math.sqrt( u1 ); const u2 = 2 * Math.PI * Math.random(); const u3 = 2 * Math.PI * Math.random(); return this.set( sqrt1u1 * Math.cos( u2 ), sqrtu1 * Math.sin( u3 ), sqrtu1 * Math.cos( u3 ), sqrt1u1 * Math.sin( u2 ), ); } equals( quaternion ) { return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); } fromArray( array, offset = 0 ) { this._x = array[ offset ]; this._y = array[ offset + 1 ]; this._z = array[ offset + 2 ]; this._w = array[ offset + 3 ]; this._onChangeCallback(); return this; } toArray( array = [], offset = 0 ) { array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._w; return array; } // fromBufferAttribute( attribute, index ) { // this._x = attribute.getX( index ); // this._y = attribute.getY( index ); // this._z = attribute.getZ( index ); // this._w = attribute.getW( index ); // return this; // } _onChange( callback ) { this._onChangeCallback = callback; return this; } _onChangeCallback() {} *[ Symbol.iterator ]() { yield this._x; yield this._y; yield this._z; yield this._w; } } class Vector3 { constructor( x = 0, y = 0, z = 0 ) { Vector3.prototype.isVector3 = true; this.x = x; this.y = y; this.z = z; } set( x, y, z ) { if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) this.x = x; this.y = y; this.z = z; return this; } setScalar( scalar ) { this.x = scalar; this.y = scalar; this.z = scalar; return this; } setX( x ) { this.x = x; return this; } setY( y ) { this.y = y; return this; } setZ( z ) { this.z = z; return this; } setComponent( index, value ) { switch ( index ) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( 'index is out of range: ' + index ); } return this; } getComponent( index ) { switch ( index ) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( 'index is out of range: ' + index ); } } clone() { return new this.constructor( this.x, this.y, this.z ); } copy( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; } add( v ) { this.x += v.x; this.y += v.y; this.z += v.z; return this; } addScalar( s ) { this.x += s; this.y += s; this.z += s; return this; } addVectors( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; } addScaledVector( v, s ) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; return this; } sub( v ) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; } subScalar( s ) { this.x -= s; this.y -= s; this.z -= s; return this; } subVectors( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; } multiply( v ) { this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; } multiplyScalar( scalar ) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; } multiplyVectors( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; } applyEuler( euler ) { return this.applyQuaternion( _quaternion$1.setFromEuler( euler ) ); } applyAxisAngle( axis, angle ) { return this.applyQuaternion( _quaternion$1.setFromAxisAngle( axis, angle ) ); } applyMatrix3( m ) { const x = this.x, y = this.y, z = this.z; const e = m.elements; this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; return this; } applyNormalMatrix( m ) { return this.applyMatrix3( m ).normalize(); } applyMatrix4( m ) { const x = this.x, y = this.y, z = this.z; const e = m.elements; const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; return this; } applyQuaternion( q ) { const x = this.x, y = this.y, z = this.z; const qx = q.x, qy = q.y, qz = q.z, qw = q.w; // calculate quat * vector const ix = qw * x + qy * z - qz * y; const iy = qw * y + qz * x - qx * z; const iz = qw * z + qx * y - qy * x; const iw = - qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; return this; } // project( camera ) { // return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); // } // unproject( camera ) { // return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); // } transformDirection( m ) { // input: THREE.Matrix4 affine matrix // vector interpreted as a direction const x = this.x, y = this.y, z = this.z; const e = m.elements; this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; return this.normalize(); } divide( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; } divideScalar( scalar ) { return this.multiplyScalar( 1 / scalar ); } min( v ) { this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); return this; } max( v ) { this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); return this; } clamp( min, max ) { // assumes min < max, componentwise this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); return this; } clampScalar( minVal, maxVal ) { this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); return this; } clampLength( min, max ) { const length = this.length(); return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); } floor() { this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z ); return this; } ceil() { this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z ); return this; } round() { this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z ); return this; } roundToZero() { this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); return this; } negate() { this.x = - this.x; this.y = - this.y; this.z = - this.z; return this; } dot( v ) { return this.x * v.x + this.y * v.y + this.z * v.z; } // TODO lengthSquared? lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z; } length() { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); } manhattanLength() { return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); } normalize() { return this.divideScalar( this.length() || 1 ); } setLength( length ) { return this.normalize().multiplyScalar( length ); } lerp( v, alpha ) { this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; return this; } lerpVectors( v1, v2, alpha ) { this.x = v1.x + ( v2.x - v1.x ) * alpha; this.y = v1.y + ( v2.y - v1.y ) * alpha; this.z = v1.z + ( v2.z - v1.z ) * alpha; return this; } cross( v ) { return this.crossVectors( this, v ); } crossVectors( a, b ) { const ax = a.x, ay = a.y, az = a.z; const bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; } projectOnVector( v ) { const denominator = v.lengthSq(); if ( denominator === 0 ) return this.set( 0, 0, 0 ); const scalar = v.dot( this ) / denominator; return this.copy( v ).multiplyScalar( scalar ); } projectOnPlane( planeNormal ) { _vector$3.copy( this ).projectOnVector( planeNormal ); return this.sub( _vector$3 ); } reflect( normal ) { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length return this.sub( _vector$3.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); } angleTo( v ) { const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); if ( denominator === 0 ) return Math.PI / 2; const theta = this.dot( v ) / denominator; // clamp, to handle numerical problems return Math.acos( clamp( theta, - 1, 1 ) ); } distanceTo( v ) { return Math.sqrt( this.distanceToSquared( v ) ); } distanceToSquared( v ) { const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; } manhattanDistanceTo( v ) { return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); } setFromSpherical( s ) { return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); } setFromSphericalCoords( radius, phi, theta ) { const sinPhiRadius = Math.sin( phi ) * radius; this.x = sinPhiRadius * Math.sin( theta ); this.y = Math.cos( phi ) * radius; this.z = sinPhiRadius * Math.cos( theta ); return this; } setFromCylindrical( c ) { return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); } setFromCylindricalCoords( radius, theta, y ) { this.x = radius * Math.sin( theta ); this.y = y; this.z = radius * Math.cos( theta ); return this; } setFromMatrixPosition( m ) { const e = m.elements; this.x = e[ 12 ]; this.y = e[ 13 ]; this.z = e[ 14 ]; return this; } setFromMatrixScale( m ) { const sx = this.setFromMatrixColumn( m, 0 ).length(); const sy = this.setFromMatrixColumn( m, 1 ).length(); const sz = this.setFromMatrixColumn( m, 2 ).length(); this.x = sx; this.y = sy; this.z = sz; return this; } setFromMatrixColumn( m, index ) { return this.fromArray( m.elements, index * 4 ); } setFromMatrix3Column( m, index ) { return this.fromArray( m.elements, index * 3 ); } setFromEuler( e ) { this.x = e._x; this.y = e._y; this.z = e._z; return this; } equals( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); } fromArray( array, offset = 0 ) { this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; return this; } toArray( array = [], offset = 0 ) { array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; return array; } // fromBufferAttribute( attribute, index ) { // this.x = attribute.getX( index ); // this.y = attribute.getY( index ); // this.z = attribute.getZ( index ); // return this; // } random() { this.x = Math.random(); this.y = Math.random(); this.z = Math.random(); return this; } randomDirection() { // Derived from https://mathworld.wolfram.com/SpherePointPicking.html const u = ( Math.random() - 0.5 ) * 2; const t = Math.random() * Math.PI * 2; const f = Math.sqrt( 1 - u ** 2 ); this.x = f * Math.cos( t ); this.y = f * Math.sin( t ); this.z = u; return this; } *[ Symbol.iterator ]() { yield this.x; yield this.y; yield this.z; } } const _vector$3 = /*@__PURE__*/ new Vector3(); const _quaternion$1 = /*@__PURE__*/ new Quaternion(); const _vector$2 = /*@__PURE__*/ new Vector2(); class Box2 { constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { this.isBox2 = true; this.min = min; this.max = max; } set( min, max ) { this.min.copy( min ); this.max.copy( max ); return this; } setFromPoints( points ) { this.makeEmpty(); for ( let i = 0, il = points.length; i < il; i ++ ) { this.expandByPoint( points[ i ] ); } return this; } setFromCenterAndSize( center, size ) { const halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 ); this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize ); return this; } clone() { return new this.constructor().copy( this ); } copy( box ) { this.min.copy( box.min ); this.max.copy( box.max ); return this; } makeEmpty() { this.min.x = this.min.y = + Infinity; this.max.x = this.max.y = - Infinity; return this; } isEmpty() { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); } getCenter( target = new Vector2() ) { return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); } getSize( target = new Vector2() ) { return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); } expandByPoint( point ) { this.min.min( point ); this.max.max( point ); return this; } expandByVector( vector ) { this.min.sub( vector ); this.max.add( vector ); return this; } expandByScalar( scalar ) { this.min.addScalar( - scalar ); this.max.addScalar( scalar ); return this; } containsPoint( point ) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; } containsBox( box ) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y; } getParameter( point, target ) { // This can potentially have a divide by zero if the box // has a size dimension of 0. return target.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ) ); } intersectsBox( box ) { // using 4 splitting planes to rule out intersections return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true; } clampPoint( point, target ) { return target.copy( point ).clamp( this.min, this.max ); } distanceToPoint( point ) { const clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max ); return clampedPoint.sub( point ).length(); } intersect( box ) { this.min.max( box.min ); this.max.min( box.max ); return this; } union( box ) { this.min.min( box.min ); this.max.max( box.max ); return this; } translate( offset ) { this.min.add( offset ); this.max.add( offset ); return this; } equals( box ) { return box.min.equals( this.min ) && box.max.equals( this.max ); } } class Box3 { constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { this.isBox3 = true; this.min = min; this.max = max; } set( min, max ) { this.min.copy( min ); this.max.copy( max ); return this; } setFromArray( array ) { let minX = + Infinity; let minY = + Infinity; let minZ = + Infinity; let maxX = - Infinity; let maxY = - Infinity; let maxZ = - Infinity; for ( let i = 0, l = array.length; i < l; i += 3 ) { const x = array[ i ]; const y = array[ i + 1 ]; const z = array[ i + 2 ]; if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( z < minZ ) minZ = z; if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y; if ( z > maxZ ) maxZ = z; } this.min.set( minX, minY, minZ ); this.max.set( maxX, maxY, maxZ ); return this; } // setFromBufferAttribute( attribute ) { // let minX = + Infinity; // let minY = + Infinity; // let minZ = + Infinity; // let maxX = - Infinity; // let maxY = - Infinity; // let maxZ = - Infinity; // for ( let i = 0, l = attribute.count; i < l; i ++ ) { // const x = attribute.getX( i ); // const y = attribute.getY( i ); // const z = attribute.getZ( i ); // if ( x < minX ) minX = x; // if ( y < minY ) minY = y; // if ( z < minZ ) minZ = z; // if ( x > maxX ) maxX = x; // if ( y > maxY ) maxY = y; // if ( z > maxZ ) maxZ = z; // } // this.min.set( minX, minY, minZ ); // this.max.set( maxX, maxY, maxZ ); // return this; // } setFromPoints( points ) { this.makeEmpty(); for ( let i = 0, il = points.length; i < il; i ++ ) { this.expandByPoint( points[ i ] ); } return this; } setFromCenterAndSize( center, size ) { const halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 ); this.min.copy( cen