main repo

This commit is contained in:
Basilosaurusrex
2025-11-24 18:09:40 +01:00
parent b636ee5e70
commit f027651f9b
34146 changed files with 4436636 additions and 0 deletions

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node_modules/three/src/Three.Core.js generated vendored Normal file
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import { REVISION } from './constants.js';
export { WebGLArrayRenderTarget } from './renderers/WebGLArrayRenderTarget.js';
export { WebGL3DRenderTarget } from './renderers/WebGL3DRenderTarget.js';
export { WebGLCubeRenderTarget } from './renderers/WebGLCubeRenderTarget.js';
export { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js';
export { WebXRController } from './renderers/webxr/WebXRController.js';
export { FogExp2 } from './scenes/FogExp2.js';
export { Fog } from './scenes/Fog.js';
export { Scene } from './scenes/Scene.js';
export { Sprite } from './objects/Sprite.js';
export { LOD } from './objects/LOD.js';
export { SkinnedMesh } from './objects/SkinnedMesh.js';
export { Skeleton } from './objects/Skeleton.js';
export { Bone } from './objects/Bone.js';
export { Mesh } from './objects/Mesh.js';
export { InstancedMesh } from './objects/InstancedMesh.js';
export { BatchedMesh } from './objects/BatchedMesh.js';
export { LineSegments } from './objects/LineSegments.js';
export { LineLoop } from './objects/LineLoop.js';
export { Line } from './objects/Line.js';
export { Points } from './objects/Points.js';
export { Group } from './objects/Group.js';
export { VideoTexture } from './textures/VideoTexture.js';
export { VideoFrameTexture } from './textures/VideoFrameTexture.js';
export { FramebufferTexture } from './textures/FramebufferTexture.js';
export { Source } from './textures/Source.js';
export { DataTexture } from './textures/DataTexture.js';
export { DataArrayTexture } from './textures/DataArrayTexture.js';
export { Data3DTexture } from './textures/Data3DTexture.js';
export { CompressedTexture } from './textures/CompressedTexture.js';
export { CompressedArrayTexture } from './textures/CompressedArrayTexture.js';
export { CompressedCubeTexture } from './textures/CompressedCubeTexture.js';
export { CubeTexture } from './textures/CubeTexture.js';
export { CanvasTexture } from './textures/CanvasTexture.js';
export { DepthTexture } from './textures/DepthTexture.js';
export { ExternalTexture } from './textures/ExternalTexture.js';
export { Texture } from './textures/Texture.js';
export * from './geometries/Geometries.js';
export * from './materials/Materials.js';
export { AnimationLoader } from './loaders/AnimationLoader.js';
export { CompressedTextureLoader } from './loaders/CompressedTextureLoader.js';
export { CubeTextureLoader } from './loaders/CubeTextureLoader.js';
export { DataTextureLoader } from './loaders/DataTextureLoader.js';
export { TextureLoader } from './loaders/TextureLoader.js';
export { ObjectLoader } from './loaders/ObjectLoader.js';
export { MaterialLoader } from './loaders/MaterialLoader.js';
export { BufferGeometryLoader } from './loaders/BufferGeometryLoader.js';
export { DefaultLoadingManager, LoadingManager } from './loaders/LoadingManager.js';
export { ImageLoader } from './loaders/ImageLoader.js';
export { ImageBitmapLoader } from './loaders/ImageBitmapLoader.js';
export { FileLoader } from './loaders/FileLoader.js';
export { Loader } from './loaders/Loader.js';
export { LoaderUtils } from './loaders/LoaderUtils.js';
export { Cache } from './loaders/Cache.js';
export { AudioLoader } from './loaders/AudioLoader.js';
export { SpotLight } from './lights/SpotLight.js';
export { PointLight } from './lights/PointLight.js';
export { RectAreaLight } from './lights/RectAreaLight.js';
export { HemisphereLight } from './lights/HemisphereLight.js';
export { DirectionalLight } from './lights/DirectionalLight.js';
export { AmbientLight } from './lights/AmbientLight.js';
export { Light } from './lights/Light.js';
export { LightProbe } from './lights/LightProbe.js';
export { StereoCamera } from './cameras/StereoCamera.js';
export { PerspectiveCamera } from './cameras/PerspectiveCamera.js';
export { OrthographicCamera } from './cameras/OrthographicCamera.js';
export { CubeCamera } from './cameras/CubeCamera.js';
export { ArrayCamera } from './cameras/ArrayCamera.js';
export { Camera } from './cameras/Camera.js';
export { AudioListener } from './audio/AudioListener.js';
export { PositionalAudio } from './audio/PositionalAudio.js';
export { AudioContext } from './audio/AudioContext.js';
export { AudioAnalyser } from './audio/AudioAnalyser.js';
export { Audio } from './audio/Audio.js';
export { VectorKeyframeTrack } from './animation/tracks/VectorKeyframeTrack.js';
export { StringKeyframeTrack } from './animation/tracks/StringKeyframeTrack.js';
export { QuaternionKeyframeTrack } from './animation/tracks/QuaternionKeyframeTrack.js';
export { NumberKeyframeTrack } from './animation/tracks/NumberKeyframeTrack.js';
export { ColorKeyframeTrack } from './animation/tracks/ColorKeyframeTrack.js';
export { BooleanKeyframeTrack } from './animation/tracks/BooleanKeyframeTrack.js';
export { PropertyMixer } from './animation/PropertyMixer.js';
export { PropertyBinding } from './animation/PropertyBinding.js';
export { KeyframeTrack } from './animation/KeyframeTrack.js';
export { AnimationUtils } from './animation/AnimationUtils.js';
export { AnimationObjectGroup } from './animation/AnimationObjectGroup.js';
export { AnimationMixer } from './animation/AnimationMixer.js';
export { AnimationClip } from './animation/AnimationClip.js';
export { AnimationAction } from './animation/AnimationAction.js';
export { RenderTarget } from './core/RenderTarget.js';
export { RenderTarget3D } from './core/RenderTarget3D.js';
export { Uniform } from './core/Uniform.js';
export { UniformsGroup } from './core/UniformsGroup.js';
export { InstancedBufferGeometry } from './core/InstancedBufferGeometry.js';
export { BufferGeometry } from './core/BufferGeometry.js';
export { InterleavedBufferAttribute } from './core/InterleavedBufferAttribute.js';
export { InstancedInterleavedBuffer } from './core/InstancedInterleavedBuffer.js';
export { InterleavedBuffer } from './core/InterleavedBuffer.js';
export { InstancedBufferAttribute } from './core/InstancedBufferAttribute.js';
export { GLBufferAttribute } from './core/GLBufferAttribute.js';
export * from './core/BufferAttribute.js';
export { Object3D } from './core/Object3D.js';
export { Raycaster } from './core/Raycaster.js';
export { Layers } from './core/Layers.js';
export { EventDispatcher } from './core/EventDispatcher.js';
export { Clock } from './core/Clock.js';
export { Timer } from './core/Timer.js';
export { QuaternionLinearInterpolant } from './math/interpolants/QuaternionLinearInterpolant.js';
export { LinearInterpolant } from './math/interpolants/LinearInterpolant.js';
export { DiscreteInterpolant } from './math/interpolants/DiscreteInterpolant.js';
export { CubicInterpolant } from './math/interpolants/CubicInterpolant.js';
export { Interpolant } from './math/Interpolant.js';
export { Triangle } from './math/Triangle.js';
export { MathUtils } from './math/MathUtils.js';
export { Spherical } from './math/Spherical.js';
export { Cylindrical } from './math/Cylindrical.js';
export { Plane } from './math/Plane.js';
export { Frustum } from './math/Frustum.js';
export { FrustumArray } from './math/FrustumArray.js';
export { Sphere } from './math/Sphere.js';
export { Ray } from './math/Ray.js';
export { Matrix4 } from './math/Matrix4.js';
export { Matrix3 } from './math/Matrix3.js';
export { Matrix2 } from './math/Matrix2.js';
export { Box3 } from './math/Box3.js';
export { Box2 } from './math/Box2.js';
export { Line3 } from './math/Line3.js';
export { Euler } from './math/Euler.js';
export { Vector4 } from './math/Vector4.js';
export { Vector3 } from './math/Vector3.js';
export { Vector2 } from './math/Vector2.js';
export { Quaternion } from './math/Quaternion.js';
export { Color } from './math/Color.js';
export { ColorManagement } from './math/ColorManagement.js';
export { SphericalHarmonics3 } from './math/SphericalHarmonics3.js';
export { SpotLightHelper } from './helpers/SpotLightHelper.js';
export { SkeletonHelper } from './helpers/SkeletonHelper.js';
export { PointLightHelper } from './helpers/PointLightHelper.js';
export { HemisphereLightHelper } from './helpers/HemisphereLightHelper.js';
export { GridHelper } from './helpers/GridHelper.js';
export { PolarGridHelper } from './helpers/PolarGridHelper.js';
export { DirectionalLightHelper } from './helpers/DirectionalLightHelper.js';
export { CameraHelper } from './helpers/CameraHelper.js';
export { BoxHelper } from './helpers/BoxHelper.js';
export { Box3Helper } from './helpers/Box3Helper.js';
export { PlaneHelper } from './helpers/PlaneHelper.js';
export { ArrowHelper } from './helpers/ArrowHelper.js';
export { AxesHelper } from './helpers/AxesHelper.js';
export * from './extras/curves/Curves.js';
export { Shape } from './extras/core/Shape.js';
export { Path } from './extras/core/Path.js';
export { ShapePath } from './extras/core/ShapePath.js';
export { CurvePath } from './extras/core/CurvePath.js';
export { Curve } from './extras/core/Curve.js';
export { Controls } from './extras/Controls.js';
export { DataUtils } from './extras/DataUtils.js';
export { ImageUtils } from './extras/ImageUtils.js';
export { ShapeUtils } from './extras/ShapeUtils.js';
export { TextureUtils } from './extras/TextureUtils.js';
export { createCanvasElement } from './utils.js';
export * from './constants.js';
export * from './Three.Legacy.js';
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
revision: REVISION,
} } ) );
}
if ( typeof window !== 'undefined' ) {
if ( window.__THREE__ ) {
console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
} else {
window.__THREE__ = REVISION;
}
}

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node_modules/three/src/Three.Legacy.js generated vendored Normal file
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node_modules/three/src/Three.TSL.js generated vendored Normal file
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import { TSL } from 'three/webgpu';
export const BRDF_GGX = TSL.BRDF_GGX;
export const BRDF_Lambert = TSL.BRDF_Lambert;
export const BasicPointShadowFilter = TSL.BasicPointShadowFilter;
export const BasicShadowFilter = TSL.BasicShadowFilter;
export const Break = TSL.Break;
export const Const = TSL.Const;
export const Continue = TSL.Continue;
export const DFGApprox = TSL.DFGApprox;
export const D_GGX = TSL.D_GGX;
export const Discard = TSL.Discard;
export const EPSILON = TSL.EPSILON;
export const F_Schlick = TSL.F_Schlick;
export const Fn = TSL.Fn;
export const INFINITY = TSL.INFINITY;
export const If = TSL.If;
export const Loop = TSL.Loop;
export const NodeAccess = TSL.NodeAccess;
export const NodeShaderStage = TSL.NodeShaderStage;
export const NodeType = TSL.NodeType;
export const NodeUpdateType = TSL.NodeUpdateType;
export const PCFShadowFilter = TSL.PCFShadowFilter;
export const PCFSoftShadowFilter = TSL.PCFSoftShadowFilter;
export const PI = TSL.PI;
export const PI2 = TSL.PI2;
export const PointShadowFilter = TSL.PointShadowFilter;
export const Return = TSL.Return;
export const Schlick_to_F0 = TSL.Schlick_to_F0;
export const ScriptableNodeResources = TSL.ScriptableNodeResources;
export const ShaderNode = TSL.ShaderNode;
export const Stack = TSL.Stack;
export const Switch = TSL.Switch;
export const TBNViewMatrix = TSL.TBNViewMatrix;
export const VSMShadowFilter = TSL.VSMShadowFilter;
export const V_GGX_SmithCorrelated = TSL.V_GGX_SmithCorrelated;
export const Var = TSL.Var;
export const VarIntent = TSL.VarIntent;
export const abs = TSL.abs;
export const acesFilmicToneMapping = TSL.acesFilmicToneMapping;
export const acos = TSL.acos;
export const add = TSL.add;
export const addMethodChaining = TSL.addMethodChaining;
export const addNodeElement = TSL.addNodeElement;
export const agxToneMapping = TSL.agxToneMapping;
export const all = TSL.all;
export const alphaT = TSL.alphaT;
export const and = TSL.and;
export const anisotropy = TSL.anisotropy;
export const anisotropyB = TSL.anisotropyB;
export const anisotropyT = TSL.anisotropyT;
export const any = TSL.any;
export const append = TSL.append;
export const array = TSL.array;
export const arrayBuffer = TSL.arrayBuffer;
export const asin = TSL.asin;
export const assign = TSL.assign;
export const atan = TSL.atan;
export const atan2 = TSL.atan2;
export const atomicAdd = TSL.atomicAdd;
export const atomicAnd = TSL.atomicAnd;
export const atomicFunc = TSL.atomicFunc;
export const atomicLoad = TSL.atomicLoad;
export const atomicMax = TSL.atomicMax;
export const atomicMin = TSL.atomicMin;
export const atomicOr = TSL.atomicOr;
export const atomicStore = TSL.atomicStore;
export const atomicSub = TSL.atomicSub;
export const atomicXor = TSL.atomicXor;
export const attenuationColor = TSL.attenuationColor;
export const attenuationDistance = TSL.attenuationDistance;
export const attribute = TSL.attribute;
export const attributeArray = TSL.attributeArray;
export const backgroundBlurriness = TSL.backgroundBlurriness;
export const backgroundIntensity = TSL.backgroundIntensity;
export const backgroundRotation = TSL.backgroundRotation;
export const batch = TSL.batch;
export const bentNormalView = TSL.bentNormalView;
export const billboarding = TSL.billboarding;
export const bitAnd = TSL.bitAnd;
export const bitNot = TSL.bitNot;
export const bitOr = TSL.bitOr;
export const bitXor = TSL.bitXor;
export const bitangentGeometry = TSL.bitangentGeometry;
export const bitangentLocal = TSL.bitangentLocal;
export const bitangentView = TSL.bitangentView;
export const bitangentWorld = TSL.bitangentWorld;
export const bitcast = TSL.bitcast;
export const blendBurn = TSL.blendBurn;
export const blendColor = TSL.blendColor;
export const blendDodge = TSL.blendDodge;
export const blendOverlay = TSL.blendOverlay;
export const blendScreen = TSL.blendScreen;
export const blur = TSL.blur;
export const bool = TSL.bool;
export const buffer = TSL.buffer;
export const bufferAttribute = TSL.bufferAttribute;
export const bumpMap = TSL.bumpMap;
export const burn = TSL.burn;
export const builtin = TSL.builtin;
export const bvec2 = TSL.bvec2;
export const bvec3 = TSL.bvec3;
export const bvec4 = TSL.bvec4;
export const bypass = TSL.bypass;
export const cache = TSL.cache;
export const call = TSL.call;
export const cameraFar = TSL.cameraFar;
export const cameraIndex = TSL.cameraIndex;
export const cameraNear = TSL.cameraNear;
export const cameraNormalMatrix = TSL.cameraNormalMatrix;
export const cameraPosition = TSL.cameraPosition;
export const cameraProjectionMatrix = TSL.cameraProjectionMatrix;
export const cameraProjectionMatrixInverse = TSL.cameraProjectionMatrixInverse;
export const cameraViewMatrix = TSL.cameraViewMatrix;
export const cameraViewport = TSL.cameraViewport;
export const cameraWorldMatrix = TSL.cameraWorldMatrix;
export const cbrt = TSL.cbrt;
export const cdl = TSL.cdl;
export const ceil = TSL.ceil;
export const checker = TSL.checker;
export const cineonToneMapping = TSL.cineonToneMapping;
export const clamp = TSL.clamp;
export const clearcoat = TSL.clearcoat;
export const clearcoatNormalView = TSL.clearcoatNormalView;
export const clearcoatRoughness = TSL.clearcoatRoughness;
export const code = TSL.code;
export const color = TSL.color;
export const colorSpaceToWorking = TSL.colorSpaceToWorking;
export const colorToDirection = TSL.colorToDirection;
export const compute = TSL.compute;
export const computeKernel = TSL.computeKernel;
export const computeSkinning = TSL.computeSkinning;
export const context = TSL.context;
export const convert = TSL.convert;
export const convertColorSpace = TSL.convertColorSpace;
export const convertToTexture = TSL.convertToTexture;
export const cos = TSL.cos;
export const cross = TSL.cross;
export const cubeTexture = TSL.cubeTexture;
export const cubeTextureBase = TSL.cubeTextureBase;
export const cubeToUV = TSL.cubeToUV;
export const dFdx = TSL.dFdx;
export const dFdy = TSL.dFdy;
export const dashSize = TSL.dashSize;
export const debug = TSL.debug;
export const decrement = TSL.decrement;
export const decrementBefore = TSL.decrementBefore;
export const defaultBuildStages = TSL.defaultBuildStages;
export const defaultShaderStages = TSL.defaultShaderStages;
export const defined = TSL.defined;
export const degrees = TSL.degrees;
export const deltaTime = TSL.deltaTime;
export const densityFog = TSL.densityFog;
export const densityFogFactor = TSL.densityFogFactor;
export const depth = TSL.depth;
export const depthPass = TSL.depthPass;
export const determinant = TSL.determinant;
export const difference = TSL.difference;
export const diffuseColor = TSL.diffuseColor;
export const directPointLight = TSL.directPointLight;
export const directionToColor = TSL.directionToColor;
export const directionToFaceDirection = TSL.directionToFaceDirection;
export const dispersion = TSL.dispersion;
export const distance = TSL.distance;
export const div = TSL.div;
export const dodge = TSL.dodge;
export const dot = TSL.dot;
export const drawIndex = TSL.drawIndex;
export const dynamicBufferAttribute = TSL.dynamicBufferAttribute;
export const element = TSL.element;
export const emissive = TSL.emissive;
export const equal = TSL.equal;
export const equals = TSL.equals;
export const equirectUV = TSL.equirectUV;
export const exp = TSL.exp;
export const exp2 = TSL.exp2;
export const expression = TSL.expression;
export const faceDirection = TSL.faceDirection;
export const faceForward = TSL.faceForward;
export const faceforward = TSL.faceforward;
export const float = TSL.float;
export const floatBitsToInt = TSL.floatBitsToInt;
export const floatBitsToUint = TSL.floatBitsToUint;
export const floor = TSL.floor;
export const fog = TSL.fog;
export const fract = TSL.fract;
export const frameGroup = TSL.frameGroup;
export const frameId = TSL.frameId;
export const frontFacing = TSL.frontFacing;
export const fwidth = TSL.fwidth;
export const gain = TSL.gain;
export const gapSize = TSL.gapSize;
export const getConstNodeType = TSL.getConstNodeType;
export const getCurrentStack = TSL.getCurrentStack;
export const getDirection = TSL.getDirection;
export const getDistanceAttenuation = TSL.getDistanceAttenuation;
export const getGeometryRoughness = TSL.getGeometryRoughness;
export const getNormalFromDepth = TSL.getNormalFromDepth;
export const getParallaxCorrectNormal = TSL.getParallaxCorrectNormal;
export const getRoughness = TSL.getRoughness;
export const getScreenPosition = TSL.getScreenPosition;
export const getShIrradianceAt = TSL.getShIrradianceAt;
export const getShadowMaterial = TSL.getShadowMaterial;
export const getShadowRenderObjectFunction = TSL.getShadowRenderObjectFunction;
export const getTextureIndex = TSL.getTextureIndex;
export const getViewPosition = TSL.getViewPosition;
export const globalId = TSL.globalId;
export const glsl = TSL.glsl;
export const glslFn = TSL.glslFn;
export const grayscale = TSL.grayscale;
export const greaterThan = TSL.greaterThan;
export const greaterThanEqual = TSL.greaterThanEqual;
export const hash = TSL.hash;
export const highpModelNormalViewMatrix = TSL.highpModelNormalViewMatrix;
export const highpModelViewMatrix = TSL.highpModelViewMatrix;
export const hue = TSL.hue;
export const increment = TSL.increment;
export const incrementBefore = TSL.incrementBefore;
export const instance = TSL.instance;
export const instanceIndex = TSL.instanceIndex;
export const instancedArray = TSL.instancedArray;
export const instancedBufferAttribute = TSL.instancedBufferAttribute;
export const instancedDynamicBufferAttribute = TSL.instancedDynamicBufferAttribute;
export const instancedMesh = TSL.instancedMesh;
export const int = TSL.int;
export const intBitsToFloat = TSL.intBitsToFloat;
export const inverse = TSL.inverse;
export const inverseSqrt = TSL.inverseSqrt;
export const inversesqrt = TSL.inversesqrt;
export const invocationLocalIndex = TSL.invocationLocalIndex;
export const invocationSubgroupIndex = TSL.invocationSubgroupIndex;
export const ior = TSL.ior;
export const iridescence = TSL.iridescence;
export const iridescenceIOR = TSL.iridescenceIOR;
export const iridescenceThickness = TSL.iridescenceThickness;
export const ivec2 = TSL.ivec2;
export const ivec3 = TSL.ivec3;
export const ivec4 = TSL.ivec4;
export const js = TSL.js;
export const label = TSL.label;
export const length = TSL.length;
export const lengthSq = TSL.lengthSq;
export const lessThan = TSL.lessThan;
export const lessThanEqual = TSL.lessThanEqual;
export const lightPosition = TSL.lightPosition;
export const lightProjectionUV = TSL.lightProjectionUV;
export const lightShadowMatrix = TSL.lightShadowMatrix;
export const lightTargetDirection = TSL.lightTargetDirection;
export const lightTargetPosition = TSL.lightTargetPosition;
export const lightViewPosition = TSL.lightViewPosition;
export const lightingContext = TSL.lightingContext;
export const lights = TSL.lights;
export const linearDepth = TSL.linearDepth;
export const linearToneMapping = TSL.linearToneMapping;
export const localId = TSL.localId;
export const log = TSL.log;
export const log2 = TSL.log2;
export const logarithmicDepthToViewZ = TSL.logarithmicDepthToViewZ;
export const luminance = TSL.luminance;
export const mat2 = TSL.mat2;
export const mat3 = TSL.mat3;
export const mat4 = TSL.mat4;
export const matcapUV = TSL.matcapUV;
export const materialAO = TSL.materialAO;
export const materialAlphaTest = TSL.materialAlphaTest;
export const materialAnisotropy = TSL.materialAnisotropy;
export const materialAnisotropyVector = TSL.materialAnisotropyVector;
export const materialAttenuationColor = TSL.materialAttenuationColor;
export const materialAttenuationDistance = TSL.materialAttenuationDistance;
export const materialClearcoat = TSL.materialClearcoat;
export const materialClearcoatNormal = TSL.materialClearcoatNormal;
export const materialClearcoatRoughness = TSL.materialClearcoatRoughness;
export const materialColor = TSL.materialColor;
export const materialDispersion = TSL.materialDispersion;
export const materialEmissive = TSL.materialEmissive;
export const materialEnvIntensity = TSL.materialEnvIntensity;
export const materialEnvRotation = TSL.materialEnvRotation;
export const materialIOR = TSL.materialIOR;
export const materialIridescence = TSL.materialIridescence;
export const materialIridescenceIOR = TSL.materialIridescenceIOR;
export const materialIridescenceThickness = TSL.materialIridescenceThickness;
export const materialLightMap = TSL.materialLightMap;
export const materialLineDashOffset = TSL.materialLineDashOffset;
export const materialLineDashSize = TSL.materialLineDashSize;
export const materialLineGapSize = TSL.materialLineGapSize;
export const materialLineScale = TSL.materialLineScale;
export const materialLineWidth = TSL.materialLineWidth;
export const materialMetalness = TSL.materialMetalness;
export const materialNormal = TSL.materialNormal;
export const materialOpacity = TSL.materialOpacity;
export const materialPointSize = TSL.materialPointSize;
export const materialReference = TSL.materialReference;
export const materialReflectivity = TSL.materialReflectivity;
export const materialRefractionRatio = TSL.materialRefractionRatio;
export const materialRotation = TSL.materialRotation;
export const materialRoughness = TSL.materialRoughness;
export const materialSheen = TSL.materialSheen;
export const materialSheenRoughness = TSL.materialSheenRoughness;
export const materialShininess = TSL.materialShininess;
export const materialSpecular = TSL.materialSpecular;
export const materialSpecularColor = TSL.materialSpecularColor;
export const materialSpecularIntensity = TSL.materialSpecularIntensity;
export const materialSpecularStrength = TSL.materialSpecularStrength;
export const materialThickness = TSL.materialThickness;
export const materialTransmission = TSL.materialTransmission;
export const max = TSL.max;
export const maxMipLevel = TSL.maxMipLevel;
export const mediumpModelViewMatrix = TSL.mediumpModelViewMatrix;
export const metalness = TSL.metalness;
export const min = TSL.min;
export const mix = TSL.mix;
export const mixElement = TSL.mixElement;
export const mod = TSL.mod;
export const modInt = TSL.modInt;
export const modelDirection = TSL.modelDirection;
export const modelNormalMatrix = TSL.modelNormalMatrix;
export const modelPosition = TSL.modelPosition;
export const modelRadius = TSL.modelRadius;
export const modelScale = TSL.modelScale;
export const modelViewMatrix = TSL.modelViewMatrix;
export const modelViewPosition = TSL.modelViewPosition;
export const modelViewProjection = TSL.modelViewProjection;
export const modelWorldMatrix = TSL.modelWorldMatrix;
export const modelWorldMatrixInverse = TSL.modelWorldMatrixInverse;
export const morphReference = TSL.morphReference;
export const mrt = TSL.mrt;
export const mul = TSL.mul;
export const mx_aastep = TSL.mx_aastep;
export const mx_add = TSL.mx_add;
export const mx_atan2 = TSL.mx_atan2;
export const mx_cell_noise_float = TSL.mx_cell_noise_float;
export const mx_contrast = TSL.mx_contrast;
export const mx_divide = TSL.mx_divide;
export const mx_fractal_noise_float = TSL.mx_fractal_noise_float;
export const mx_fractal_noise_vec2 = TSL.mx_fractal_noise_vec2;
export const mx_fractal_noise_vec3 = TSL.mx_fractal_noise_vec3;
export const mx_fractal_noise_vec4 = TSL.mx_fractal_noise_vec4;
export const mx_frame = TSL.mx_frame;
export const mx_heighttonormal = TSL.mx_heighttonormal;
export const mx_hsvtorgb = TSL.mx_hsvtorgb;
export const mx_ifequal = TSL.mx_ifequal;
export const mx_ifgreater = TSL.mx_ifgreater;
export const mx_ifgreatereq = TSL.mx_ifgreatereq;
export const mx_invert = TSL.mx_invert;
export const mx_modulo = TSL.mx_modulo;
export const mx_multiply = TSL.mx_multiply;
export const mx_noise_float = TSL.mx_noise_float;
export const mx_noise_vec3 = TSL.mx_noise_vec3;
export const mx_noise_vec4 = TSL.mx_noise_vec4;
export const mx_place2d = TSL.mx_place2d;
export const mx_power = TSL.mx_power;
export const mx_ramp4 = TSL.mx_ramp4;
export const mx_ramplr = TSL.mx_ramplr;
export const mx_ramptb = TSL.mx_ramptb;
export const mx_rgbtohsv = TSL.mx_rgbtohsv;
export const mx_rotate2d = TSL.mx_rotate2d;
export const mx_rotate3d = TSL.mx_rotate3d;
export const mx_safepower = TSL.mx_safepower;
export const mx_separate = TSL.mx_separate;
export const mx_splitlr = TSL.mx_splitlr;
export const mx_splittb = TSL.mx_splittb;
export const mx_srgb_texture_to_lin_rec709 = TSL.mx_srgb_texture_to_lin_rec709;
export const mx_subtract = TSL.mx_subtract;
export const mx_timer = TSL.mx_timer;
export const mx_transform_uv = TSL.mx_transform_uv;
export const mx_unifiednoise2d = TSL.mx_unifiednoise2d;
export const mx_unifiednoise3d = TSL.mx_unifiednoise3d;
export const mx_worley_noise_float = TSL.mx_worley_noise_float;
export const mx_worley_noise_vec2 = TSL.mx_worley_noise_vec2;
export const mx_worley_noise_vec3 = TSL.mx_worley_noise_vec3;
export const negate = TSL.negate;
export const neutralToneMapping = TSL.neutralToneMapping;
export const nodeArray = TSL.nodeArray;
export const nodeImmutable = TSL.nodeImmutable;
export const nodeObject = TSL.nodeObject;
export const nodeObjectIntent = TSL.nodeObjectIntent;
export const nodeObjects = TSL.nodeObjects;
export const nodeProxy = TSL.nodeProxy;
export const nodeProxyIntent = TSL.nodeProxyIntent;
export const normalFlat = TSL.normalFlat;
export const normalGeometry = TSL.normalGeometry;
export const normalLocal = TSL.normalLocal;
export const normalMap = TSL.normalMap;
export const normalView = TSL.normalView;
export const normalViewGeometry = TSL.normalViewGeometry;
export const normalWorld = TSL.normalWorld;
export const normalWorldGeometry = TSL.normalWorldGeometry;
export const normalize = TSL.normalize;
export const not = TSL.not;
export const notEqual = TSL.notEqual;
export const numWorkgroups = TSL.numWorkgroups;
export const objectDirection = TSL.objectDirection;
export const objectGroup = TSL.objectGroup;
export const objectPosition = TSL.objectPosition;
export const objectRadius = TSL.objectRadius;
export const objectScale = TSL.objectScale;
export const objectViewPosition = TSL.objectViewPosition;
export const objectWorldMatrix = TSL.objectWorldMatrix;
export const OnObjectUpdate = TSL.OnObjectUpdate;
export const OnMaterialUpdate = TSL.OnMaterialUpdate;
export const oneMinus = TSL.oneMinus;
export const or = TSL.or;
export const orthographicDepthToViewZ = TSL.orthographicDepthToViewZ;
export const oscSawtooth = TSL.oscSawtooth;
export const oscSine = TSL.oscSine;
export const oscSquare = TSL.oscSquare;
export const oscTriangle = TSL.oscTriangle;
export const output = TSL.output;
export const outputStruct = TSL.outputStruct;
export const overlay = TSL.overlay;
export const overloadingFn = TSL.overloadingFn;
export const parabola = TSL.parabola;
export const parallaxDirection = TSL.parallaxDirection;
export const parallaxUV = TSL.parallaxUV;
export const parameter = TSL.parameter;
export const pass = TSL.pass;
export const passTexture = TSL.passTexture;
export const pcurve = TSL.pcurve;
export const perspectiveDepthToViewZ = TSL.perspectiveDepthToViewZ;
export const pmremTexture = TSL.pmremTexture;
export const pointShadow = TSL.pointShadow;
export const pointUV = TSL.pointUV;
export const pointWidth = TSL.pointWidth;
export const positionGeometry = TSL.positionGeometry;
export const positionLocal = TSL.positionLocal;
export const positionPrevious = TSL.positionPrevious;
export const positionView = TSL.positionView;
export const positionViewDirection = TSL.positionViewDirection;
export const positionWorld = TSL.positionWorld;
export const positionWorldDirection = TSL.positionWorldDirection;
export const posterize = TSL.posterize;
export const pow = TSL.pow;
export const pow2 = TSL.pow2;
export const pow3 = TSL.pow3;
export const pow4 = TSL.pow4;
export const premultiplyAlpha = TSL.premultiplyAlpha;
export const property = TSL.property;
export const radians = TSL.radians;
export const rand = TSL.rand;
export const range = TSL.range;
export const rangeFog = TSL.rangeFog;
export const rangeFogFactor = TSL.rangeFogFactor;
export const reciprocal = TSL.reciprocal;
export const reference = TSL.reference;
export const referenceBuffer = TSL.referenceBuffer;
export const reflect = TSL.reflect;
export const reflectVector = TSL.reflectVector;
export const reflectView = TSL.reflectView;
export const reflector = TSL.reflector;
export const refract = TSL.refract;
export const refractVector = TSL.refractVector;
export const refractView = TSL.refractView;
export const reinhardToneMapping = TSL.reinhardToneMapping;
export const remap = TSL.remap;
export const remapClamp = TSL.remapClamp;
export const renderGroup = TSL.renderGroup;
export const renderOutput = TSL.renderOutput;
export const rendererReference = TSL.rendererReference;
export const rotate = TSL.rotate;
export const rotateUV = TSL.rotateUV;
export const roughness = TSL.roughness;
export const round = TSL.round;
export const rtt = TSL.rtt;
export const sRGBTransferEOTF = TSL.sRGBTransferEOTF;
export const sRGBTransferOETF = TSL.sRGBTransferOETF;
export const sample = TSL.sample;
export const sampler = TSL.sampler;
export const samplerComparison = TSL.samplerComparison;
export const saturate = TSL.saturate;
export const saturation = TSL.saturation;
export const screen = TSL.screen;
export const screenCoordinate = TSL.screenCoordinate;
export const screenDPR = TSL.screenDPR;
export const screenSize = TSL.screenSize;
export const screenUV = TSL.screenUV;
export const scriptable = TSL.scriptable;
export const scriptableValue = TSL.scriptableValue;
export const select = TSL.select;
export const setCurrentStack = TSL.setCurrentStack;
export const setName = TSL.setName;
export const shaderStages = TSL.shaderStages;
export const shadow = TSL.shadow;
export const shadowPositionWorld = TSL.shadowPositionWorld;
export const shapeCircle = TSL.shapeCircle;
export const sharedUniformGroup = TSL.sharedUniformGroup;
export const sheen = TSL.sheen;
export const sheenRoughness = TSL.sheenRoughness;
export const shiftLeft = TSL.shiftLeft;
export const shiftRight = TSL.shiftRight;
export const shininess = TSL.shininess;
export const sign = TSL.sign;
export const sin = TSL.sin;
export const sinc = TSL.sinc;
export const skinning = TSL.skinning;
export const smoothstep = TSL.smoothstep;
export const smoothstepElement = TSL.smoothstepElement;
export const specularColor = TSL.specularColor;
export const specularF90 = TSL.specularF90;
export const spherizeUV = TSL.spherizeUV;
export const split = TSL.split;
export const spritesheetUV = TSL.spritesheetUV;
export const sqrt = TSL.sqrt;
export const stack = TSL.stack;
export const step = TSL.step;
export const stepElement = TSL.stepElement;
export const storage = TSL.storage;
export const storageBarrier = TSL.storageBarrier;
export const storageObject = TSL.storageObject;
export const storageTexture = TSL.storageTexture;
export const string = TSL.string;
export const struct = TSL.struct;
export const sub = TSL.sub;
export const subgroupAdd = TSL.subgroupAdd;
export const subgroupAll = TSL.subgroupAll;
export const subgroupAnd = TSL.subgroupAnd;
export const subgroupAny = TSL.subgroupAny;
export const subgroupBallot = TSL.subgroupBallot;
export const subgroupBroadcast = TSL.subgroupBroadcast;
export const subgroupBroadcastFirst = TSL.subgroupBroadcastFirst;
export const subBuild = TSL.subBuild;
export const subgroupElect = TSL.subgroupElect;
export const subgroupExclusiveAdd = TSL.subgroupExclusiveAdd;
export const subgroupExclusiveMul = TSL.subgroupExclusiveMul;
export const subgroupInclusiveAdd = TSL.subgroupInclusiveAdd;
export const subgroupInclusiveMul = TSL.subgroupInclusiveMul;
export const subgroupIndex = TSL.subgroupIndex;
export const subgroupMax = TSL.subgroupMax;
export const subgroupMin = TSL.subgroupMin;
export const subgroupMul = TSL.subgroupMul;
export const subgroupOr = TSL.subgroupOr;
export const subgroupShuffle = TSL.subgroupShuffle;
export const subgroupShuffleDown = TSL.subgroupShuffleDown;
export const subgroupShuffleUp = TSL.subgroupShuffleUp;
export const subgroupShuffleXor = TSL.subgroupShuffleXor;
export const subgroupSize = TSL.subgroupSize;
export const subgroupXor = TSL.subgroupXor;
export const tan = TSL.tan;
export const tangentGeometry = TSL.tangentGeometry;
export const tangentLocal = TSL.tangentLocal;
export const tangentView = TSL.tangentView;
export const tangentWorld = TSL.tangentWorld;
export const texture = TSL.texture;
export const texture3D = TSL.texture3D;
export const textureBarrier = TSL.textureBarrier;
export const textureBicubic = TSL.textureBicubic;
export const textureBicubicLevel = TSL.textureBicubicLevel;
export const textureCubeUV = TSL.textureCubeUV;
export const textureLoad = TSL.textureLoad;
export const textureSize = TSL.textureSize;
export const textureStore = TSL.textureStore;
export const thickness = TSL.thickness;
export const time = TSL.time;
export const toneMapping = TSL.toneMapping;
export const toneMappingExposure = TSL.toneMappingExposure;
export const toonOutlinePass = TSL.toonOutlinePass;
export const transformDirection = TSL.transformDirection;
export const transformNormal = TSL.transformNormal;
export const transformNormalToView = TSL.transformNormalToView;
export const transformedClearcoatNormalView = TSL.transformedClearcoatNormalView;
export const transformedNormalView = TSL.transformedNormalView;
export const transformedNormalWorld = TSL.transformedNormalWorld;
export const transmission = TSL.transmission;
export const transpose = TSL.transpose;
export const triNoise3D = TSL.triNoise3D;
export const triplanarTexture = TSL.triplanarTexture;
export const triplanarTextures = TSL.triplanarTextures;
export const trunc = TSL.trunc;
export const uint = TSL.uint;
export const uintBitsToFloat = TSL.uintBitsToFloat;
export const uniform = TSL.uniform;
export const uniformArray = TSL.uniformArray;
export const uniformCubeTexture = TSL.uniformCubeTexture;
export const uniformGroup = TSL.uniformGroup;
export const uniformFlow = TSL.uniformFlow;
export const uniformTexture = TSL.uniformTexture;
export const unpremultiplyAlpha = TSL.unpremultiplyAlpha;
export const userData = TSL.userData;
export const uv = TSL.uv;
export const uvec2 = TSL.uvec2;
export const uvec3 = TSL.uvec3;
export const uvec4 = TSL.uvec4;
export const varying = TSL.varying;
export const varyingProperty = TSL.varyingProperty;
export const vec2 = TSL.vec2;
export const vec3 = TSL.vec3;
export const vec4 = TSL.vec4;
export const vectorComponents = TSL.vectorComponents;
export const velocity = TSL.velocity;
export const vertexColor = TSL.vertexColor;
export const vertexIndex = TSL.vertexIndex;
export const vertexStage = TSL.vertexStage;
export const vibrance = TSL.vibrance;
export const viewZToLogarithmicDepth = TSL.viewZToLogarithmicDepth;
export const viewZToOrthographicDepth = TSL.viewZToOrthographicDepth;
export const viewZToPerspectiveDepth = TSL.viewZToPerspectiveDepth;
export const viewport = TSL.viewport;
export const viewportCoordinate = TSL.viewportCoordinate;
export const viewportDepthTexture = TSL.viewportDepthTexture;
export const viewportLinearDepth = TSL.viewportLinearDepth;
export const viewportMipTexture = TSL.viewportMipTexture;
export const viewportResolution = TSL.viewportResolution;
export const viewportSafeUV = TSL.viewportSafeUV;
export const viewportSharedTexture = TSL.viewportSharedTexture;
export const viewportSize = TSL.viewportSize;
export const viewportTexture = TSL.viewportTexture;
export const viewportUV = TSL.viewportUV;
export const wgsl = TSL.wgsl;
export const wgslFn = TSL.wgslFn;
export const workgroupArray = TSL.workgroupArray;
export const workgroupBarrier = TSL.workgroupBarrier;
export const workgroupId = TSL.workgroupId;
export const workingToColorSpace = TSL.workingToColorSpace;
export const xor = TSL.xor;
/*
// Use this code to generate the export statements dynamically
let code = '';
for ( const key of Object.keys( THREE.TSL ) ) {
code += `export const ${ key } = TSL.${ key };\n`;
}
console.log( code );
//*/

24
node_modules/three/src/Three.WebGPU.Nodes.js generated vendored Normal file
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export * from './Three.Core.js';
export * from './materials/nodes/NodeMaterials.js';
export { default as WebGPURenderer } from './renderers/webgpu/WebGPURenderer.Nodes.js';
export { default as Lighting } from './renderers/common/Lighting.js';
export { default as BundleGroup } from './renderers/common/BundleGroup.js';
export { default as QuadMesh } from './renderers/common/QuadMesh.js';
export { default as PMREMGenerator } from './renderers/common/extras/PMREMGenerator.js';
export { default as PostProcessing } from './renderers/common/PostProcessing.js';
import * as RendererUtils from './renderers/common/RendererUtils.js';
export { RendererUtils };
export { default as StorageTexture } from './renderers/common/StorageTexture.js';
export { default as StorageBufferAttribute } from './renderers/common/StorageBufferAttribute.js';
export { default as StorageInstancedBufferAttribute } from './renderers/common/StorageInstancedBufferAttribute.js';
export { default as IndirectStorageBufferAttribute } from './renderers/common/IndirectStorageBufferAttribute.js';
export { default as IESSpotLight } from './lights/webgpu/IESSpotLight.js';
export { default as ProjectorLight } from './lights/webgpu/ProjectorLight.js';
export { default as NodeLoader } from './loaders/nodes/NodeLoader.js';
export { default as NodeObjectLoader } from './loaders/nodes/NodeObjectLoader.js';
export { default as NodeMaterialLoader } from './loaders/nodes/NodeMaterialLoader.js';
export { ClippingGroup } from './objects/ClippingGroup.js';
export * from './nodes/Nodes.js';
import * as TSL from './nodes/TSL.js';
export { TSL };

26
node_modules/three/src/Three.WebGPU.js generated vendored Normal file
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export * from './Three.Core.js';
export * from './materials/nodes/NodeMaterials.js';
export { default as WebGPURenderer } from './renderers/webgpu/WebGPURenderer.js';
export { default as Lighting } from './renderers/common/Lighting.js';
export { default as BundleGroup } from './renderers/common/BundleGroup.js';
export { default as QuadMesh } from './renderers/common/QuadMesh.js';
export { default as PMREMGenerator } from './renderers/common/extras/PMREMGenerator.js';
export { default as PostProcessing } from './renderers/common/PostProcessing.js';
import * as RendererUtils from './renderers/common/RendererUtils.js';
export { RendererUtils };
export { default as StorageTexture } from './renderers/common/StorageTexture.js';
export { default as Storage3DTexture } from './renderers/common/Storage3DTexture.js';
export { default as StorageArrayTexture } from './renderers/common/StorageArrayTexture.js';
export { default as StorageBufferAttribute } from './renderers/common/StorageBufferAttribute.js';
export { default as StorageInstancedBufferAttribute } from './renderers/common/StorageInstancedBufferAttribute.js';
export { default as IndirectStorageBufferAttribute } from './renderers/common/IndirectStorageBufferAttribute.js';
export { default as IESSpotLight } from './lights/webgpu/IESSpotLight.js';
export { default as ProjectorLight } from './lights/webgpu/ProjectorLight.js';
export { default as NodeLoader } from './loaders/nodes/NodeLoader.js';
export { default as NodeObjectLoader } from './loaders/nodes/NodeObjectLoader.js';
export { default as NodeMaterialLoader } from './loaders/nodes/NodeMaterialLoader.js';
export { ClippingGroup } from './objects/ClippingGroup.js';
export * from './nodes/Nodes.js';
import * as TSL from './nodes/TSL.js';
export { TSL };

9
node_modules/three/src/Three.js generated vendored Normal file
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export * from './Three.Core.js';
export { WebGLRenderer } from './renderers/WebGLRenderer.js';
export { ShaderLib } from './renderers/shaders/ShaderLib.js';
export { UniformsLib } from './renderers/shaders/UniformsLib.js';
export { UniformsUtils } from './renderers/shaders/UniformsUtils.js';
export { ShaderChunk } from './renderers/shaders/ShaderChunk.js';
export { PMREMGenerator } from './extras/PMREMGenerator.js';
export { WebGLUtils } from './renderers/webgl/WebGLUtils.js';

932
node_modules/three/src/animation/AnimationAction.js generated vendored Normal file
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import { WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, LoopPingPong, LoopOnce, LoopRepeat, NormalAnimationBlendMode, AdditiveAnimationBlendMode } from '../constants.js';
/**
* 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._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.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 );
}
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;
}
// Interna
_update( time, deltaTime, timeDirection, accuIndex ) {
// called by the mixer
if ( ! this.enabled ) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight( time );
return;
}
const startTime = this._startTime;
if ( startTime !== null ) {
// check for scheduled start of action
const timeRunning = ( time - startTime ) * timeDirection;
if ( timeRunning < 0 || timeDirection === 0 ) {
deltaTime = 0;
} else {
this._startTime = null; // unschedule
deltaTime = timeDirection * timeRunning;
}
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale( time );
const clipTime = this._updateTime( deltaTime );
// note: _updateTime may disable the action resulting in
// an effective weight of 0
const weight = this._updateWeight( time );
if ( weight > 0 ) {
const interpolants = this._interpolants;
const propertyMixers = this._propertyBindings;
switch ( this.blendMode ) {
case AdditiveAnimationBlendMode:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulateAdditive( weight );
}
break;
case NormalAnimationBlendMode:
default:
for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime );
propertyMixers[ j ].accumulate( accuIndex, weight );
}
}
}
}
_updateWeight( time ) {
let weight = 0;
if ( this.enabled ) {
weight = this.weight;
const interpolant = this._weightInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
weight *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopFading();
if ( interpolantValue === 0 ) {
// faded out, disable
this.enabled = false;
}
}
}
}
this._effectiveWeight = weight;
return weight;
}
_updateTimeScale( time ) {
let timeScale = 0;
if ( ! this.paused ) {
timeScale = this.timeScale;
const interpolant = this._timeScaleInterpolant;
if ( interpolant !== null ) {
const interpolantValue = interpolant.evaluate( time )[ 0 ];
timeScale *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopWarping();
if ( timeScale === 0 ) {
// motion has halted, pause
this.paused = true;
} else {
// warp done - apply final time scale
this.timeScale = timeScale;
}
}
}
}
this._effectiveTimeScale = timeScale;
return timeScale;
}
_updateTime( deltaTime ) {
const duration = this._clip.duration;
const loop = this.loop;
let time = this.time + deltaTime;
let loopCount = this._loopCount;
const pingPong = ( loop === LoopPingPong );
if ( deltaTime === 0 ) {
if ( loopCount === - 1 ) return time;
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
}
if ( loop === LoopOnce ) {
if ( loopCount === - 1 ) {
// just started
this._loopCount = 0;
this._setEndings( true, true, false );
}
handle_stop: {
if ( time >= duration ) {
time = duration;
} else if ( time < 0 ) {
time = 0;
} else {
this.time = time;
break handle_stop;
}
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime < 0 ? - 1 : 1
} );
}
} else { // repetitive Repeat or PingPong
if ( loopCount === - 1 ) {
// just started
if ( deltaTime >= 0 ) {
loopCount = 0;
this._setEndings( true, this.repetitions === 0, pingPong );
} else {
// when looping in reverse direction, the initial
// transition through zero counts as a repetition,
// so leave loopCount at -1
this._setEndings( this.repetitions === 0, true, pingPong );
}
}
if ( time >= duration || time < 0 ) {
// wrap around
const loopDelta = Math.floor( time / duration ); // signed
time -= duration * loopDelta;
loopCount += Math.abs( loopDelta );
const pending = this.repetitions - loopCount;
if ( pending <= 0 ) {
// have to stop (switch state, clamp time, fire event)
if ( this.clampWhenFinished ) this.paused = true;
else this.enabled = false;
time = deltaTime > 0 ? duration : 0;
this.time = time;
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime > 0 ? 1 : - 1
} );
} else {
// keep running
if ( pending === 1 ) {
// entering the last round
const atStart = deltaTime < 0;
this._setEndings( atStart, ! atStart, pingPong );
} else {
this._setEndings( false, false, pingPong );
}
this._loopCount = loopCount;
this.time = time;
this._mixer.dispatchEvent( {
type: 'loop', action: this, loopDelta: loopDelta
} );
}
} else {
this.time = time;
}
if ( pingPong && ( loopCount & 1 ) === 1 ) {
// invert time for the "pong round"
return duration - time;
}
}
return time;
}
_setEndings( atStart, atEnd, pingPong ) {
const settings = this._interpolantSettings;
if ( pingPong ) {
settings.endingStart = ZeroSlopeEnding;
settings.endingEnd = ZeroSlopeEnding;
} else {
// assuming for LoopOnce atStart == atEnd == true
if ( atStart ) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingStart = WrapAroundEnding;
}
if ( atEnd ) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingEnd = WrapAroundEnding;
}
}
}
_scheduleFading( duration, weightNow, weightThen ) {
const mixer = this._mixer, now = mixer.time;
let interpolant = this._weightInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant();
this._weightInterpolant = interpolant;
}
const times = interpolant.parameterPositions,
values = interpolant.sampleValues;
times[ 0 ] = now;
values[ 0 ] = weightNow;
times[ 1 ] = now + duration;
values[ 1 ] = weightThen;
return this;
}
}
export { AnimationAction };

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node_modules/three/src/animation/AnimationClip.js generated vendored Normal file
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import * as AnimationUtils from './AnimationUtils.js';
import { KeyframeTrack } from './KeyframeTrack.js';
import { BooleanKeyframeTrack } from './tracks/BooleanKeyframeTrack.js';
import { ColorKeyframeTrack } from './tracks/ColorKeyframeTrack.js';
import { NumberKeyframeTrack } from './tracks/NumberKeyframeTrack.js';
import { QuaternionKeyframeTrack } from './tracks/QuaternionKeyframeTrack.js';
import { StringKeyframeTrack } from './tracks/StringKeyframeTrack.js';
import { VectorKeyframeTrack } from './tracks/VectorKeyframeTrack.js';
import { generateUUID } from '../math/MathUtils.js';
import { NormalAnimationBlendMode } from '../constants.js';
/**
* 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 = AnimationUtils.getKeyframeOrder( times );
times = AnimationUtils.sortedArray( times, 1, order );
values = AnimationUtils.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;
}
/**
* Parses the `animation.hierarchy` format and returns a new animation clip.
*
* @static
* @deprecated since r175.
* @param {Object} animation - A serialized animation clip as JSON.
* @param {Array<Bones>} bones - An array of bones.
* @return {?AnimationClip} The new animation clip.
*/
static parseAnimation( animation, bones ) {
console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
if ( ! animation ) {
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
return null;
}
const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
// only return track if there are actually keys.
if ( animationKeys.length !== 0 ) {
const times = [];
const values = [];
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
// empty keys are filtered out, so check again
if ( times.length !== 0 ) {
destTracks.push( new trackType( trackName, times, values ) );
}
}
};
const tracks = [];
const clipName = animation.name || 'default';
const fps = animation.fps || 30;
const blendMode = animation.blendMode;
// automatic length determination in AnimationClip.
let duration = animation.length || - 1;
const hierarchyTracks = animation.hierarchy || [];
for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
const animationKeys = hierarchyTracks[ h ].keys;
// skip empty tracks
if ( ! animationKeys || animationKeys.length === 0 ) continue;
// process morph targets
if ( animationKeys[ 0 ].morphTargets ) {
// figure out all morph targets used in this track
const morphTargetNames = {};
let k;
for ( k = 0; k < animationKeys.length; k ++ ) {
if ( animationKeys[ k ].morphTargets ) {
for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
}
}
}
// create a track for each morph target with all zero
// morphTargetInfluences except for the keys in which
// the morphTarget is named.
for ( const morphTargetName in morphTargetNames ) {
const times = [];
const values = [];
for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
const animationKey = animationKeys[ k ];
times.push( animationKey.time );
values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
}
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
}
duration = morphTargetNames.length * fps;
} else {
// ...assume skeletal animation
const boneName = '.bones[' + bones[ h ].name + ']';
addNonemptyTrack(
VectorKeyframeTrack, boneName + '.position',
animationKeys, 'pos', tracks );
addNonemptyTrack(
QuaternionKeyframeTrack, boneName + '.quaternion',
animationKeys, 'rot', tracks );
addNonemptyTrack(
VectorKeyframeTrack, boneName + '.scale',
animationKeys, 'scl', tracks );
}
}
if ( tracks.length === 0 ) {
return null;
}
const clip = new this( clipName, duration, tracks, blendMode );
return clip;
}
/**
* 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 = [];
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
json.times = times;
json.values = values;
}
// derived classes can define a static parse method
if ( trackType.parse !== undefined ) {
return trackType.parse( json );
} else {
// by default, we assume a constructor compatible with the base
return new trackType( json.name, json.times, json.values, json.interpolation );
}
}
export { AnimationClip };

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node_modules/three/src/animation/AnimationMixer.js generated vendored Normal file
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import { AnimationAction } from './AnimationAction.js';
import { EventDispatcher } from '../core/EventDispatcher.js';
import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js';
import { PropertyBinding } from './PropertyBinding.js';
import { PropertyMixer } from './PropertyMixer.js';
import { AnimationClip } from './AnimationClip.js';
import { NormalAnimationBlendMode } from '../constants.js';
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;
}
_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 thi 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 thi 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 thi 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 );
}
}
}
export { AnimationMixer };

View File

@@ -0,0 +1,410 @@
import { PropertyBinding } from './PropertyBinding.js';
import { generateUUID } from '../math/MathUtils.js';
/**
* 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 ) {
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
/**
* 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 ];
// last cached object takes this object's place
indicesByUUID[ lastCachedObject.uuid ] = index;
objects[ index ] = lastCachedObject;
// last object goes to the activated slot and pop
indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
objects[ firstActiveIndex ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ],
lastCached = bindingsForPath[ firstActiveIndex ],
last = bindingsForPath[ lastIndex ];
bindingsForPath[ index ] = lastCached;
bindingsForPath[ firstActiveIndex ] = last;
bindingsForPath.pop();
}
} else {
// object is active, just swap with the last and pop
const lastIndex = -- nObjects,
lastObject = objects[ lastIndex ];
if ( lastIndex > 0 ) {
indicesByUUID[ lastObject.uuid ] = index;
}
objects[ index ] = lastObject;
objects.pop();
// accounting is done, now do the same for all bindings
for ( let j = 0, m = nBindings; j !== m; ++ j ) {
const bindingsForPath = bindings[ j ];
bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
bindingsForPath.pop();
}
} // cached or active
} // if object is known
} // for arguments
this.nCachedObjects_ = nCachedObjects;
}
// Internal interface used by befriended PropertyBinding.Composite:
subscribe_( path, parsedPath ) {
// returns an array of bindings for the given path that is changed
// according to the contained objects in the group
const indicesByPath = this._bindingsIndicesByPath;
let index = indicesByPath[ path ];
const bindings = this._bindings;
if ( index !== undefined ) return bindings[ index ];
const paths = this._paths,
parsedPaths = this._parsedPaths,
objects = this._objects,
nObjects = objects.length,
nCachedObjects = this.nCachedObjects_,
bindingsForPath = new Array( nObjects );
index = bindings.length;
indicesByPath[ path ] = index;
paths.push( path );
parsedPaths.push( parsedPath );
bindings.push( bindingsForPath );
for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
const object = objects[ i ];
bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
}
return bindingsForPath;
}
unsubscribe_( path ) {
// tells the group to forget about a property path and no longer
// update the array previously obtained with 'subscribe_'
const indicesByPath = this._bindingsIndicesByPath,
index = indicesByPath[ path ];
if ( index !== undefined ) {
const paths = this._paths,
parsedPaths = this._parsedPaths,
bindings = this._bindings,
lastBindingsIndex = bindings.length - 1,
lastBindings = bindings[ lastBindingsIndex ],
lastBindingsPath = path[ lastBindingsIndex ];
indicesByPath[ lastBindingsPath ] = index;
bindings[ index ] = lastBindings;
bindings.pop();
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
parsedPaths.pop();
paths[ index ] = paths[ lastBindingsIndex ];
paths.pop();
}
}
}
export { AnimationObjectGroup };

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import { Quaternion } from '../math/Quaternion.js';
import { AdditiveAnimationBlendMode } from '../constants.js';
/**
* 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 object is a typed array.
*
* @param {any} object - The object to check.
* @return {boolean} Whether the given object is a typed array.
*/
function isTypedArray( object ) {
return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
}
/**
* 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 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 );
}
}
export {
convertArray,
isTypedArray,
getKeyframeOrder,
sortedArray,
flattenJSON,
subclip,
makeClipAdditive,
AnimationUtils
};

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import {
InterpolateLinear,
InterpolateSmooth,
InterpolateDiscrete
} from '../constants.js';
import { CubicInterpolant } from '../math/interpolants/CubicInterpolant.js';
import { LinearInterpolant } from '../math/interpolants/LinearInterpolant.js';
import { DiscreteInterpolant } from '../math/interpolants/DiscreteInterpolant.js';
import * as AnimationUtils from './AnimationUtils.js';
/**
* Represents s 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)} [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 = AnimationUtils.convertArray( times, this.TimeBufferType );
/**
* The keyframe values.
*
* @type {Float32Array}
*/
this.values = AnimationUtils.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': AnimationUtils.convertArray( track.times, Array ),
'values': AnimationUtils.convertArray( track.values, Array )
};
const interpolation = track.getInterpolation();
if ( interpolation !== track.DefaultInterpolation ) {
json.interpolation = interpolation;
}
}
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 );
}
/**
* Defines the interpolation factor method for this keyframe track.
*
* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} 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;
}
if ( factoryMethod === undefined ) {
const message = 'unsupported interpolation for ' +
this.ValueTypeName + ' keyframe track named ' + this.name;
if ( this.createInterpolant === undefined ) {
// fall back to default, unless the default itself is messed up
if ( interpolation !== this.DefaultInterpolation ) {
this.setInterpolation( this.DefaultInterpolation );
} else {
throw new Error( message ); // fatal, in this case
}
}
console.warn( 'THREE.KeyframeTrack:', message );
return this;
}
this.createInterpolant = factoryMethod;
return this;
}
/**
* Returns the current interpolation type.
*
* @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
*/
getInterpolation() {
switch ( this.createInterpolant ) {
case this.InterpolantFactoryMethodDiscrete:
return InterpolateDiscrete;
case this.InterpolantFactoryMethodLinear:
return InterpolateLinear;
case this.InterpolantFactoryMethodSmooth:
return InterpolateSmooth;
}
}
/**
* 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;
}
}
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 ) {
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
valid = false;
}
const times = this.times,
values = this.values,
nKeys = times.length;
if ( nKeys === 0 ) {
console.error( 'THREE.KeyframeTrack: Track is empty.', this );
valid = false;
}
let prevTime = null;
for ( let i = 0; i !== nKeys; i ++ ) {
const currTime = times[ i ];
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
valid = false;
break;
}
if ( prevTime !== null && prevTime > currTime ) {
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
valid = false;
break;
}
prevTime = currTime;
}
if ( values !== undefined ) {
if ( AnimationUtils.isTypedArray( values ) ) {
for ( let i = 0, n = values.length; i !== n; ++ i ) {
const value = values[ i ];
if ( isNaN( value ) ) {
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
valid = false;
break;
}
}
}
}
return valid;
}
/**
* Optimizes this keyframe track by removing equivalent sequential keys (which are
* common in morph target sequences).
*
* @return {AnimationClip} A reference to this animation clip.
*/
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;
return track;
}
}
/**
* 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)}
* @default InterpolateLinear
*/
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
export { KeyframeTrack };

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// 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( 'PropertyBinding: Cannot parse trackName: ' + trackName );
}
const results = {
// directoryName: matches[ 1 ], // (tschw) currently unused
nodeName: matches[ 2 ],
objectName: matches[ 3 ],
objectIndex: matches[ 4 ],
propertyName: matches[ 5 ], // required
propertyIndex: matches[ 6 ]
};
const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
if ( lastDot !== undefined && lastDot !== - 1 ) {
const objectName = results.nodeName.substring( lastDot + 1 );
// Object names must be checked against an allowlist. Otherwise, there
// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
// 'bar' could be the objectName, or part of a nodeName (which can
// include '.' characters).
if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
results.nodeName = results.nodeName.substring( 0, lastDot );
results.objectName = objectName;
}
}
if ( results.propertyName === null || results.propertyName.length === 0 ) {
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
}
return results;
}
/**
* 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 ) {
console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
return;
}
if ( objectName ) {
let objectIndex = parsedPath.objectIndex;
// special cases were we need to reach deeper into the hierarchy to get the face materials....
switch ( objectName ) {
case 'materials':
if ( ! targetObject.material ) {
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.materials ) {
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
return;
}
targetObject = targetObject.material.materials;
break;
case 'bones':
if ( ! targetObject.skeleton ) {
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
return;
}
// potential future optimization: skip this if propertyIndex is already an integer
// and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones;
// support resolving morphTarget names into indices.
for ( let i = 0; i < targetObject.length; i ++ ) {
if ( targetObject[ i ].name === objectIndex ) {
objectIndex = i;
break;
}
}
break;
case 'map':
if ( 'map' in targetObject ) {
targetObject = targetObject.map;
break;
}
if ( ! targetObject.material ) {
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
return;
}
if ( ! targetObject.material.map ) {
console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
return;
}
targetObject = targetObject.material.map;
break;
default:
if ( targetObject[ objectName ] === undefined ) {
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
return;
}
targetObject = targetObject[ objectName ];
}
if ( objectIndex !== undefined ) {
if ( targetObject[ objectIndex ] === undefined ) {
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
return;
}
targetObject = targetObject[ objectIndex ];
}
}
// resolve property
const nodeProperty = targetObject[ propertyName ];
if ( nodeProperty === undefined ) {
const nodeName = parsedPath.nodeName;
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
'.' + propertyName + ' but it wasn\'t found.', targetObject );
return;
}
// determine versioning scheme
let versioning = this.Versioning.None;
this.targetObject = targetObject;
if ( targetObject.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 ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
return;
}
if ( ! targetObject.geometry.morphAttributes ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
return;
}
if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
}
}
bindingType = this.BindingType.ArrayElement;
this.resolvedProperty = nodeProperty;
this.propertyIndex = propertyIndex;
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray;
this.resolvedProperty = nodeProperty;
} else if ( Array.isArray( nodeProperty ) ) {
bindingType = this.BindingType.EntireArray;
this.resolvedProperty = nodeProperty;
} else {
this.propertyName = propertyName;
}
// select getter / setter
this.getValue = this.GetterByBindingType[ bindingType ];
this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
}
/**
* 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,
]
];
export { PropertyBinding };

385
node_modules/three/src/animation/PropertyMixer.js generated vendored Normal file
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import { Quaternion } from '../math/Quaternion.js';
/**
* 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;
/**
* TODO
*
* @type {number}
* @default 0
*/
this.cumulativeWeight = 0;
/**
* TODO
*
* @type {number}
* @default 0
*/
this.cumulativeWeightAdditive = 0;
/**
* TODO
*
* @type {number}
* @default 0
*/
this.useCount = 0;
/**
* TODO
*
* @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;
}
}
}
export { PropertyMixer };

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import { InterpolateDiscrete } from '../../constants.js';
import { KeyframeTrack } from '../KeyframeTrack.js';
/**
* 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;
export { BooleanKeyframeTrack };

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import { KeyframeTrack } from '../KeyframeTrack.js';
/**
* 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';
// ValueBufferType is inherited
// DefaultInterpolation is inherited
export { ColorKeyframeTrack };

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import { KeyframeTrack } from '../KeyframeTrack.js';
/**
* 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';
// ValueBufferType is inherited
// DefaultInterpolation is inherited
export { NumberKeyframeTrack };

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import { KeyframeTrack } from '../KeyframeTrack.js';
import { QuaternionLinearInterpolant } from '../../math/interpolants/QuaternionLinearInterpolant.js';
/**
* 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;
export { QuaternionKeyframeTrack };

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import { InterpolateDiscrete } from '../../constants.js';
import { KeyframeTrack } from '../KeyframeTrack.js';
/**
* 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;
export { StringKeyframeTrack };

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import { KeyframeTrack } from '../KeyframeTrack.js';
/**
* 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';
// ValueBufferType is inherited
// DefaultInterpolation is inherited
export { VectorKeyframeTrack };

777
node_modules/three/src/audio/Audio.js generated vendored Normal file
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import { Object3D } from '../core/Object3D.js';
/**
* Represents a non-positional ( global ) audio object.
*
* This and related audio modules make use of the [Web Audio API]{@link 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 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 ) {
console.warn( 'THREE.Audio: Audio is already playing.' );
return;
}
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this._startedAt = this.context.currentTime + delay;
const source = this.context.createBufferSource();
source.buffer = this.buffer;
source.loop = this.loop;
source.loopStart = this.loopStart;
source.loopEnd = this.loopEnd;
source.onended = this.onEnded.bind( this );
source.start( this._startedAt, this._progress + this.offset, this.duration );
this.isPlaying = true;
this.source = source;
this.setDetune( this.detune );
this.setPlaybackRate( this.playbackRate );
return this.connect();
}
/**
* 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 ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
if ( this.isPlaying === true ) {
// update current progress
this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
if ( this.loop === true ) {
// ensure _progress does not exceed duration with looped audios
this._progress = this._progress % ( this.duration || this.buffer.duration );
}
this.source.stop();
this.source.onended = null;
this.isPlaying = false;
}
return this;
}
/**
* 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 ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this._progress = 0;
if ( this.source !== null ) {
this.source.stop( this.context.currentTime + delay );
this.source.onended = null;
}
this.isPlaying = false;
return this;
}
/**
* 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 ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this.playbackRate = value;
if ( this.isPlaying === true ) {
this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
}
return this;
}
/**
* 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 ) {
console.warn( 'THREE.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 ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' );
return;
}
this.loop = value;
if ( this.isPlaying === true ) {
this.source.loop = this.loop;
}
return this;
}
/**
* 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' ) {
console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
return this;
}
this.autoplay = source.autoplay;
this.buffer = source.buffer;
this.detune = source.detune;
this.loop = source.loop;
this.loopStart = source.loopStart;
this.loopEnd = source.loopEnd;
this.offset = source.offset;
this.duration = source.duration;
this.playbackRate = source.playbackRate;
this.hasPlaybackControl = source.hasPlaybackControl;
this.sourceType = source.sourceType;
this.filters = source.filters.slice();
return this;
}
clone( recursive ) {
return new this.constructor( this.listener ).copy( this, recursive );
}
}
export { Audio };

97
node_modules/three/src/audio/AudioAnalyser.js generated vendored Normal file
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/**
* 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;
}
}
export { AudioAnalyser };

40
node_modules/three/src/audio/AudioContext.js generated vendored Normal file
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let _context;
/**
* Manages the global audio context in the engine.
*
* @hideconstructor
*/
class AudioContext {
/**
* Returns the global native audio context.
*
* @return {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 {AudioContext} value - The native context to set.
*/
static setContext( value ) {
_context = value;
}
}
export { AudioContext };

216
node_modules/three/src/audio/AudioListener.js generated vendored Normal file
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import { Vector3 } from '../math/Vector3.js';
import { Quaternion } from '../math/Quaternion.js';
import { Clock } from '../core/Clock.js';
import { Object3D } from '../core/Object3D.js';
import { AudioContext } from './AudioContext.js';
const _position = /*@__PURE__*/ new Vector3();
const _quaternion = /*@__PURE__*/ new Quaternion();
const _scale = /*@__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._clock = new Clock();
}
/**
* 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 );
const listener = this.context.listener;
this.timeDelta = this._clock.getDelta();
this.matrixWorld.decompose( _position, _quaternion, _scale );
// the initial forward and up directions must be orthogonal
_forward.set( 0, 0, - 1 ).applyQuaternion( _quaternion );
_up.set( 0, 1, 0 ).applyQuaternion( _quaternion );
if ( listener.positionX ) {
// code path for Chrome (see #14393)
const endTime = this.context.currentTime + this.timeDelta;
listener.positionX.linearRampToValueAtTime( _position.x, endTime );
listener.positionY.linearRampToValueAtTime( _position.y, endTime );
listener.positionZ.linearRampToValueAtTime( _position.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.x, _position.y, _position.z );
listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
}
}
}
export { AudioListener };

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node_modules/three/src/audio/PositionalAudio.js generated vendored Normal file
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import { Vector3 } from '../math/Vector3.js';
import { Quaternion } from '../math/Quaternion.js';
import { Audio } from './Audio.js';
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]{@link 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 );
}
}
}
export { PositionalAudio };

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node_modules/three/src/cameras/ArrayCamera.js generated vendored Normal file
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import { PerspectiveCamera } from './PerspectiveCamera.js';
/**
* 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;
}
}
export { ArrayCamera };

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node_modules/three/src/cameras/Camera.js generated vendored Normal file
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import { WebGLCoordinateSystem } from '../constants.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
/**
* 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 );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
updateWorldMatrix( updateParents, updateChildren ) {
super.updateWorldMatrix( updateParents, updateChildren );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
clone() {
return new this.constructor().copy( this );
}
}
export { Camera };

239
node_modules/three/src/cameras/CubeCamera.js generated vendored Normal file
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import { WebGLCoordinateSystem, WebGPUCoordinateSystem } from '../constants.js';
import { Object3D } from '../core/Object3D.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
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;
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
renderer.render( scene, cameraPX );
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
renderer.render( scene, cameraNX );
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
renderer.render( scene, cameraPY );
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
renderer.render( scene, cameraNY );
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
renderer.render( scene, cameraPZ );
// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
renderer.render( scene, cameraNZ );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.xr.enabled = currentXrEnabled;
renderTarget.texture.needsPMREMUpdate = true;
}
}
export { CubeCamera };

245
node_modules/three/src/cameras/OrthographicCamera.js generated vendored Executable file
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import { Camera } from './Camera.js';
/**
* Camera that uses [orthographic projection]{@link 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;
}
}
export { OrthographicCamera };

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import { Camera } from './Camera.js';
import { RAD2DEG, DEG2RAD } from '../math/MathUtils.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
const _v3 = /*@__PURE__*/ new Vector3();
const _minTarget = /*@__PURE__*/ new Vector2();
const _maxTarget = /*@__PURE__*/ new Vector2();
/**
* Camera that uses [perspective projection]{@link 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.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
minTarget.set( _v3.x, _v3.y ).multiplyScalar( - distance / _v3.z );
_v3.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
maxTarget.set( _v3.x, _v3.y ).multiplyScalar( - distance / _v3.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;
}
}
export { PerspectiveCamera };

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import { Matrix4 } from '../math/Matrix4.js';
import { DEG2RAD } from '../math/MathUtils.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
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]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
* [Parallax Barrier]{@link 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.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
}
}
export { StereoCamera };

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/**
* Class for keeping track of time.
*/
class Clock {
/**
* Constructs a new clock.
*
* @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;
}
/**
* 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;
}
}
export { Clock };

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node_modules/three/src/core/EventDispatcher.js generated vendored Normal file
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/**
* This modules allows to dispatch event objects on custom JavaScript objects.
*
* Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
*
* Code Example:
* ```js
* class Car extends EventDispatcher {
* start() {
* this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
* }
*};
*
* // Using events with the custom object
* const car = new Car();
* car.addEventListener( 'start', function ( event ) {
* alert( event.message );
* } );
*
* car.start();
* ```
*/
class EventDispatcher {
/**
* Adds the given event listener to the given event type.
*
* @param {string} type - The type of event to listen to.
* @param {Function} listener - The function that gets called when the event is fired.
*/
addEventListener( type, listener ) {
if ( this._listeners === undefined ) this._listeners = {};
const listeners = this._listeners;
if ( listeners[ type ] === undefined ) {
listeners[ type ] = [];
}
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
listeners[ type ].push( listener );
}
}
/**
* Returns `true` if the given event listener has been added to the given event type.
*
* @param {string} type - The type of event.
* @param {Function} listener - The listener to check.
* @return {boolean} Whether the given event listener has been added to the given event type.
*/
hasEventListener( type, listener ) {
const listeners = this._listeners;
if ( listeners === undefined ) return false;
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
}
/**
* Removes the given event listener from the given event type.
*
* @param {string} type - The type of event.
* @param {Function} listener - The listener to remove.
*/
removeEventListener( type, listener ) {
const listeners = this._listeners;
if ( listeners === undefined ) return;
const listenerArray = listeners[ type ];
if ( listenerArray !== undefined ) {
const index = listenerArray.indexOf( listener );
if ( index !== - 1 ) {
listenerArray.splice( index, 1 );
}
}
}
/**
* Dispatches an event object.
*
* @param {Object} event - The event that gets fired.
*/
dispatchEvent( event ) {
const listeners = this._listeners;
if ( listeners === undefined ) return;
const listenerArray = listeners[ event.type ];
if ( listenerArray !== undefined ) {
event.target = this;
// Make a copy, in case listeners are removed while iterating.
const array = listenerArray.slice( 0 );
for ( let i = 0, l = array.length; i < l; i ++ ) {
array[ i ].call( this, event );
}
event.target = null;
}
}
}
export { EventDispatcher };

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node_modules/three/src/core/GLBufferAttribute.js generated vendored Normal file
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/**
* 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;
}
}
export { GLBufferAttribute };

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import { BufferAttribute } from './BufferAttribute.js';
/**
* 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;
}
}
export { InstancedBufferAttribute };

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node_modules/three/src/core/InstancedBufferGeometry.js generated vendored Normal file
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import { BufferGeometry } from './BufferGeometry.js';
/**
* 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;
}
}
export { InstancedBufferGeometry };

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import { InterleavedBuffer } from './InterleavedBuffer.js';
/**
* 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;
}
}
export { InstancedInterleavedBuffer };

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node_modules/three/src/core/InterleavedBuffer.js generated vendored Normal file
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import { generateUUID } from '../math/MathUtils.js';
import { StaticDrawUsage } from '../constants.js';
/**
* "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]{@link 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 ) );
}
//
return {
uuid: this.uuid,
buffer: this.array.buffer._uuid,
type: this.array.constructor.name,
stride: this.stride
};
}
}
export { InterleavedBuffer };

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import { Vector3 } from '../math/Vector3.js';
import { BufferAttribute } from './BufferAttribute.js';
import { denormalize, normalize } from '../math/MathUtils.js';
const _vector = /*@__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.fromBufferAttribute( this, i );
_vector.applyMatrix4( m );
this.setXYZ( i, _vector.x, _vector.y, _vector.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.fromBufferAttribute( this, i );
_vector.applyNormalMatrix( m );
this.setXYZ( i, _vector.x, _vector.y, _vector.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.fromBufferAttribute( this, i );
_vector.transformDirection( m );
this.setXYZ( i, _vector.x, _vector.y, _vector.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 ) {
console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
} else {
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
}
return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
}
}
/**
* 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 ) {
console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
const array = [];
for ( let i = 0; i < this.count; i ++ ) {
const index = i * this.data.stride + this.offset;
for ( let j = 0; j < this.itemSize; j ++ ) {
array.push( this.data.array[ index + j ] );
}
}
// de-interleave data and save it as an ordinary buffer attribute for now
return {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: array,
normalized: this.normalized
};
} else {
// save as true interleaved attribute
if ( data.interleavedBuffers === undefined ) {
data.interleavedBuffers = {};
}
if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
}
return {
isInterleavedBufferAttribute: true,
itemSize: this.itemSize,
data: this.data.uuid,
offset: this.offset,
normalized: this.normalized
};
}
}
}
export { InterleavedBufferAttribute };

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/**
* 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;
}
}
export { Layers };

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import { Matrix4 } from '../math/Matrix4.js';
import { Ray } from '../math/Ray.js';
import { Layers } from './Layers.js';
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 further away than near. Near can't be negative.
*
* @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.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
this.camera = camera;
} else {
console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
}
}
/**
* 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} uv1 - 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`.
*
* @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 );
}
}
}
export { Raycaster };

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import { EventDispatcher } from './EventDispatcher.js';
import { Texture } from '../textures/Texture.js';
import { LinearFilter } from '../constants.js';
import { Vector4 } from '../math/Vector4.js';
import { Source } from '../textures/Source.js';
/**
* 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} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
* @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
* @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.
*/
/**
* 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,
resolveDepthBuffer: true,
resolveStencilBuffer: true,
depthTexture: null,
samples: 0,
count: 1,
depth: 1,
multiview: 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 );
const image = { width: width, height: height, depth: options.depth };
const texture = new Texture( image );
/**
* 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 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 depth buffer or not.
*
* @type {boolean}
* @default true
*/
this.resolveDepthBuffer = options.resolveDepthBuffer;
/**
* Whether to resolve the stencil buffer or not.
*
* @type {boolean}
* @default true
*/
this.resolveStencilBuffer = options.resolveStencilBuffer;
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;
}
_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 = null;
if ( current !== 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;
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 Source( image );
}
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
this.resolveDepthBuffer = source.resolveDepthBuffer;
this.resolveStencilBuffer = source.resolveStencilBuffer;
if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
this.samples = source.samples;
return this;
}
/**
* 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' } );
}
}
export { RenderTarget };

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import { RenderTarget } from './RenderTarget.js';
import { Data3DTexture } from '../textures/Data3DTexture.js';
/**
* 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;
/**
* Overwritten with a different texture type.
*
* @type {Data3DTexture}
*/
this.texture = new Data3DTexture( null, width, height, depth );
this._setTextureOptions( options );
this.texture.isRenderTargetTexture = true;
}
}
export { RenderTarget3D };

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/**
* 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();
}
export { Timer };

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/**
* 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() );
}
}
export { Uniform };

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import { EventDispatcher } from './EventDispatcher.js';
import { StaticDrawUsage } from '../constants.js';
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 );
}
}
export { UniformsGroup };

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node_modules/three/src/extras/Controls.js generated vendored Normal file
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import { EventDispatcher } from '../core/EventDispatcher.js';
/**
* 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 {?HTMLDOMElement} 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 {?HTMLDOMElement}
* @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 {HTMLDOMElement} element - The DOM element to connect to.
*/
connect( element ) {
if ( element === undefined ) {
console.warn( 'THREE.Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
return;
}
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 */ ) {}
}
export { Controls };

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node_modules/three/src/extras/DataUtils.js generated vendored Normal file
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import { clamp } from '../math/MathUtils.js';
// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
const _tables = /*@__PURE__*/ _generateTables();
function _generateTables() {
// float32 to float16 helpers
const buffer = new ArrayBuffer( 4 );
const floatView = new Float32Array( buffer );
const uint32View = new Uint32Array( buffer );
const baseTable = new Uint32Array( 512 );
const shiftTable = new Uint32Array( 512 );
for ( let i = 0; i < 256; ++ i ) {
const e = i - 127;
// very small number (0, -0)
if ( e < - 27 ) {
baseTable[ i ] = 0x0000;
baseTable[ i | 0x100 ] = 0x8000;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// small number (denorm)
} else if ( e < - 14 ) {
baseTable[ i ] = 0x0400 >> ( - e - 14 );
baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
shiftTable[ i ] = - e - 1;
shiftTable[ i | 0x100 ] = - e - 1;
// normal number
} else if ( e <= 15 ) {
baseTable[ i ] = ( e + 15 ) << 10;
baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
// large number (Infinity, -Infinity)
} else if ( e < 128 ) {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 24;
shiftTable[ i | 0x100 ] = 24;
// stay (NaN, Infinity, -Infinity)
} else {
baseTable[ i ] = 0x7c00;
baseTable[ i | 0x100 ] = 0xfc00;
shiftTable[ i ] = 13;
shiftTable[ i | 0x100 ] = 13;
}
}
// float16 to float32 helpers
const mantissaTable = new Uint32Array( 2048 );
const exponentTable = new Uint32Array( 64 );
const offsetTable = new Uint32Array( 64 );
for ( let i = 1; i < 1024; ++ i ) {
let m = i << 13; // zero pad mantissa bits
let e = 0; // zero exponent
// normalized
while ( ( m & 0x00800000 ) === 0 ) {
m <<= 1;
e -= 0x00800000; // decrement exponent
}
m &= ~ 0x00800000; // clear leading 1 bit
e += 0x38800000; // adjust bias
mantissaTable[ i ] = m | e;
}
for ( let i = 1024; i < 2048; ++ i ) {
mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
}
for ( let i = 1; i < 31; ++ i ) {
exponentTable[ i ] = i << 23;
}
exponentTable[ 31 ] = 0x47800000;
exponentTable[ 32 ] = 0x80000000;
for ( let i = 33; i < 63; ++ i ) {
exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
}
exponentTable[ 63 ] = 0xc7800000;
for ( let i = 1; i < 64; ++ i ) {
if ( i !== 32 ) {
offsetTable[ i ] = 1024;
}
}
return {
floatView: floatView,
uint32View: uint32View,
baseTable: baseTable,
shiftTable: shiftTable,
mantissaTable: mantissaTable,
exponentTable: exponentTable,
offsetTable: offsetTable
};
}
/**
* 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 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
val = clamp( val, - 65504, 65504 );
_tables.floatView[ 0 ] = val;
const f = _tables.uint32View[ 0 ];
const e = ( f >> 23 ) & 0x1ff;
return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
}
/**
* 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 );
}
}
export {
toHalfFloat,
fromHalfFloat,
DataUtils
};

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node_modules/three/src/extras/Earcut.js generated vendored Normal file
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import earcut from './lib/earcut.js';
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 );
}
}
export { Earcut };

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node_modules/three/src/extras/ImageUtils.js generated vendored Normal file
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import { createElementNS } from '../utils.js';
import { SRGBToLinear } from '../math/ColorManagement.js';
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 {
console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
return image;
}
}
}
export { ImageUtils };

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node_modules/three/src/extras/PMREMGenerator.js generated vendored Normal file
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import {
CubeReflectionMapping,
CubeRefractionMapping,
CubeUVReflectionMapping,
LinearFilter,
NoToneMapping,
NoBlending,
RGBAFormat,
HalfFloatType,
BackSide,
LinearSRGBColorSpace
} from '../constants.js';
import { BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Mesh } from '../objects/Mesh.js';
import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
import { ShaderMaterial } from '../materials/ShaderMaterial.js';
import { Vector3 } from '../math/Vector3.js';
import { Color } from '../math/Color.js';
import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { BoxGeometry } from '../geometries/BoxGeometry.js';
const LOD_MIN = 4;
// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
const MAX_SAMPLES = 20;
const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
const _clearColor = /*@__PURE__*/ new Color();
let _oldTarget = null;
let _oldActiveCubeFace = 0;
let _oldActiveMipmapLevel = 0;
let _oldXrEnabled = false;
// Golden Ratio
const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
const INV_PHI = 1 / PHI;
// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
const _axisDirections = [
/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
/*@__PURE__*/ new Vector3( 1, 1, - 1 ),
/*@__PURE__*/ new Vector3( - 1, 1, 1 ),
/*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
const _origin = /*@__PURE__*/ new Vector3();
/**
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
* (PMREM) from a cubeMap environment texture. This allows different levels of
* blur to be quickly accessed based on material roughness. It is packed into a
* special CubeUV format that allows us to perform custom interpolation so that
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
* higher roughness levels. In this way we maintain resolution to smoothly
* interpolate diffuse lighting while limiting sampling computation.
*
* Paper: Fast, Accurate Image-Based Lighting:
* {@link https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view}
*/
class PMREMGenerator {
/**
* Constructs a new PMREM generator.
*
* @param {WebGLRenderer} renderer - The renderer.
*/
constructor( renderer ) {
this._renderer = renderer;
this._pingPongRenderTarget = null;
this._lodMax = 0;
this._cubeSize = 0;
this._lodPlanes = [];
this._sizeLods = [];
this._sigmas = [];
this._blurMaterial = null;
this._cubemapMaterial = null;
this._equirectMaterial = null;
this._compileMaterial( this._blurMaterial );
}
/**
* Generates a PMREM from a supplied Scene, which can be faster than using an
* image if networking bandwidth is low. Optional sigma specifies a blur radius
* in radians to be applied to the scene before PMREM generation. Optional near
* and far planes ensure the scene is rendered in its entirety.
*
* @param {Scene} scene - The scene to be captured.
* @param {number} [sigma=0] - The blur radius in radians.
* @param {number} [near=0.1] - The near plane distance.
* @param {number} [far=100] - The far plane distance.
* @param {Object} [options={}] - The configuration options.
* @param {number} [options.size=256] - The texture size of the PMREM.
* @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.
* @return {WebGLRenderTarget} The resulting PMREM.
*/
fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {
const {
size = 256,
position = _origin,
} = options;
_oldTarget = this._renderer.getRenderTarget();
_oldActiveCubeFace = this._renderer.getActiveCubeFace();
_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
_oldXrEnabled = this._renderer.xr.enabled;
this._renderer.xr.enabled = false;
this._setSize( size );
const cubeUVRenderTarget = this._allocateTargets();
cubeUVRenderTarget.depthBuffer = true;
this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );
if ( sigma > 0 ) {
this._blur( cubeUVRenderTarget, 0, 0, sigma );
}
this._applyPMREM( cubeUVRenderTarget );
this._cleanup( cubeUVRenderTarget );
return cubeUVRenderTarget;
}
/**
* Generates a PMREM from an equirectangular texture, which can be either LDR
* or HDR. The ideal input image size is 1k (1024 x 512),
* as this matches best with the 256 x 256 cubemap output.
*
* @param {Texture} equirectangular - The equirectangular texture to be converted.
* @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
* @return {WebGLRenderTarget} The resulting PMREM.
*/
fromEquirectangular( equirectangular, renderTarget = null ) {
return this._fromTexture( equirectangular, renderTarget );
}
/**
* Generates a PMREM from an cubemap texture, which can be either LDR
* or HDR. The ideal input cube size is 256 x 256,
* as this matches best with the 256 x 256 cubemap output.
*
* @param {Texture} cubemap - The cubemap texture to be converted.
* @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
* @return {WebGLRenderTarget} The resulting PMREM.
*/
fromCubemap( cubemap, renderTarget = null ) {
return this._fromTexture( cubemap, renderTarget );
}
/**
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileCubemapShader() {
if ( this._cubemapMaterial === null ) {
this._cubemapMaterial = _getCubemapMaterial();
this._compileMaterial( this._cubemapMaterial );
}
}
/**
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileEquirectangularShader() {
if ( this._equirectMaterial === null ) {
this._equirectMaterial = _getEquirectMaterial();
this._compileMaterial( this._equirectMaterial );
}
}
/**
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
* one of them will cause any others to also become unusable.
*/
dispose() {
this._dispose();
if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
}
// private interface
_setSize( cubeSize ) {
this._lodMax = Math.floor( Math.log2( cubeSize ) );
this._cubeSize = Math.pow( 2, this._lodMax );
}
_dispose() {
if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
this._lodPlanes[ i ].dispose();
}
}
_cleanup( outputTarget ) {
this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
this._renderer.xr.enabled = _oldXrEnabled;
outputTarget.scissorTest = false;
_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
}
_fromTexture( texture, renderTarget ) {
if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
} else { // Equirectangular
this._setSize( texture.image.width / 4 );
}
_oldTarget = this._renderer.getRenderTarget();
_oldActiveCubeFace = this._renderer.getActiveCubeFace();
_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
_oldXrEnabled = this._renderer.xr.enabled;
this._renderer.xr.enabled = false;
const cubeUVRenderTarget = renderTarget || this._allocateTargets();
this._textureToCubeUV( texture, cubeUVRenderTarget );
this._applyPMREM( cubeUVRenderTarget );
this._cleanup( cubeUVRenderTarget );
return cubeUVRenderTarget;
}
_allocateTargets() {
const width = 3 * Math.max( this._cubeSize, 16 * 7 );
const height = 4 * this._cubeSize;
const params = {
magFilter: LinearFilter,
minFilter: LinearFilter,
generateMipmaps: false,
type: HalfFloatType,
format: RGBAFormat,
colorSpace: LinearSRGBColorSpace,
depthBuffer: false
};
const cubeUVRenderTarget = _createRenderTarget( width, height, params );
if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
if ( this._pingPongRenderTarget !== null ) {
this._dispose();
}
this._pingPongRenderTarget = _createRenderTarget( width, height, params );
const { _lodMax } = this;
( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
this._blurMaterial = _getBlurShader( _lodMax, width, height );
}
return cubeUVRenderTarget;
}
_compileMaterial( material ) {
const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
this._renderer.compile( tmpMesh, _flatCamera );
}
_sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {
const fov = 90;
const aspect = 1;
const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
const upSign = [ 1, - 1, 1, 1, 1, 1 ];
const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
const renderer = this._renderer;
const originalAutoClear = renderer.autoClear;
const toneMapping = renderer.toneMapping;
renderer.getClearColor( _clearColor );
renderer.toneMapping = NoToneMapping;
renderer.autoClear = false;
// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
if ( reversedDepthBuffer ) {
renderer.setRenderTarget( cubeUVRenderTarget );
renderer.clearDepth();
renderer.setRenderTarget( null );
}
const backgroundMaterial = new MeshBasicMaterial( {
name: 'PMREM.Background',
side: BackSide,
depthWrite: false,
depthTest: false,
} );
const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
let useSolidColor = false;
const background = scene.background;
if ( background ) {
if ( background.isColor ) {
backgroundMaterial.color.copy( background );
scene.background = null;
useSolidColor = true;
}
} else {
backgroundMaterial.color.copy( _clearColor );
useSolidColor = true;
}
for ( let i = 0; i < 6; i ++ ) {
const col = i % 3;
if ( col === 0 ) {
cubeCamera.up.set( 0, upSign[ i ], 0 );
cubeCamera.position.set( position.x, position.y, position.z );
cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );
} else if ( col === 1 ) {
cubeCamera.up.set( 0, 0, upSign[ i ] );
cubeCamera.position.set( position.x, position.y, position.z );
cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );
} else {
cubeCamera.up.set( 0, upSign[ i ], 0 );
cubeCamera.position.set( position.x, position.y, position.z );
cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );
}
const size = this._cubeSize;
_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
renderer.setRenderTarget( cubeUVRenderTarget );
if ( useSolidColor ) {
renderer.render( backgroundBox, cubeCamera );
}
renderer.render( scene, cubeCamera );
}
backgroundBox.geometry.dispose();
backgroundBox.material.dispose();
renderer.toneMapping = toneMapping;
renderer.autoClear = originalAutoClear;
scene.background = background;
}
_textureToCubeUV( texture, cubeUVRenderTarget ) {
const renderer = this._renderer;
const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
if ( isCubeTexture ) {
if ( this._cubemapMaterial === null ) {
this._cubemapMaterial = _getCubemapMaterial();
}
this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;
} else {
if ( this._equirectMaterial === null ) {
this._equirectMaterial = _getEquirectMaterial();
}
}
const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
const mesh = new Mesh( this._lodPlanes[ 0 ], material );
const uniforms = material.uniforms;
uniforms[ 'envMap' ].value = texture;
const size = this._cubeSize;
_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
renderer.setRenderTarget( cubeUVRenderTarget );
renderer.render( mesh, _flatCamera );
}
_applyPMREM( cubeUVRenderTarget ) {
const renderer = this._renderer;
const autoClear = renderer.autoClear;
renderer.autoClear = false;
const n = this._lodPlanes.length;
for ( let i = 1; i < n; i ++ ) {
const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
}
renderer.autoClear = autoClear;
}
/**
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
* vertically and horizontally, but this breaks down on a cube. Here we apply
* the blur latitudinally (around the poles), and then longitudinally (towards
* the poles) to approximate the orthogonally-separable blur. It is least
* accurate at the poles, but still does a decent job.
*
* @private
* @param {WebGLRenderTarget} cubeUVRenderTarget
* @param {number} lodIn
* @param {number} lodOut
* @param {number} sigma
* @param {Vector3} [poleAxis]
*/
_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
const pingPongRenderTarget = this._pingPongRenderTarget;
this._halfBlur(
cubeUVRenderTarget,
pingPongRenderTarget,
lodIn,
lodOut,
sigma,
'latitudinal',
poleAxis );
this._halfBlur(
pingPongRenderTarget,
cubeUVRenderTarget,
lodOut,
lodOut,
sigma,
'longitudinal',
poleAxis );
}
_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
const renderer = this._renderer;
const blurMaterial = this._blurMaterial;
if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
console.error(
'blur direction must be either latitudinal or longitudinal!' );
}
// Number of standard deviations at which to cut off the discrete approximation.
const STANDARD_DEVIATIONS = 3;
const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
const blurUniforms = blurMaterial.uniforms;
const pixels = this._sizeLods[ lodIn ] - 1;
const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
const sigmaPixels = sigmaRadians / radiansPerPixel;
const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
if ( samples > MAX_SAMPLES ) {
console.warn( `sigmaRadians, ${
sigmaRadians}, is too large and will clip, as it requested ${
samples} samples when the maximum is set to ${MAX_SAMPLES}` );
}
const weights = [];
let sum = 0;
for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
const x = i / sigmaPixels;
const weight = Math.exp( - x * x / 2 );
weights.push( weight );
if ( i === 0 ) {
sum += weight;
} else if ( i < samples ) {
sum += 2 * weight;
}
}
for ( let i = 0; i < weights.length; i ++ ) {
weights[ i ] = weights[ i ] / sum;
}
blurUniforms[ 'envMap' ].value = targetIn.texture;
blurUniforms[ 'samples' ].value = samples;
blurUniforms[ 'weights' ].value = weights;
blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
if ( poleAxis ) {
blurUniforms[ 'poleAxis' ].value = poleAxis;
}
const { _lodMax } = this;
blurUniforms[ 'dTheta' ].value = radiansPerPixel;
blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
const outputSize = this._sizeLods[ lodOut ];
const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
const y = 4 * ( this._cubeSize - outputSize );
_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
renderer.setRenderTarget( targetOut );
renderer.render( blurMesh, _flatCamera );
}
}
function _createPlanes( lodMax ) {
const lodPlanes = [];
const sizeLods = [];
const sigmas = [];
let lod = lodMax;
const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
for ( let i = 0; i < totalLods; i ++ ) {
const sizeLod = Math.pow( 2, lod );
sizeLods.push( sizeLod );
let sigma = 1.0 / sizeLod;
if ( i > lodMax - LOD_MIN ) {
sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
} else if ( i === 0 ) {
sigma = 0;
}
sigmas.push( sigma );
const texelSize = 1.0 / ( sizeLod - 2 );
const min = - texelSize;
const max = 1 + texelSize;
const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
const cubeFaces = 6;
const vertices = 6;
const positionSize = 3;
const uvSize = 2;
const faceIndexSize = 1;
const position = new Float32Array( positionSize * vertices * cubeFaces );
const uv = new Float32Array( uvSize * vertices * cubeFaces );
const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
for ( let face = 0; face < cubeFaces; face ++ ) {
const x = ( face % 3 ) * 2 / 3 - 1;
const y = face > 2 ? 0 : - 1;
const coordinates = [
x, y, 0,
x + 2 / 3, y, 0,
x + 2 / 3, y + 1, 0,
x, y, 0,
x + 2 / 3, y + 1, 0,
x, y + 1, 0
];
position.set( coordinates, positionSize * vertices * face );
uv.set( uv1, uvSize * vertices * face );
const fill = [ face, face, face, face, face, face ];
faceIndex.set( fill, faceIndexSize * vertices * face );
}
const planes = new BufferGeometry();
planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
lodPlanes.push( planes );
if ( lod > LOD_MIN ) {
lod --;
}
}
return { lodPlanes, sizeLods, sigmas };
}
function _createRenderTarget( width, height, params ) {
const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
cubeUVRenderTarget.scissorTest = true;
return cubeUVRenderTarget;
}
function _setViewport( target, x, y, width, height ) {
target.viewport.set( x, y, width, height );
target.scissor.set( x, y, width, height );
}
function _getBlurShader( lodMax, width, height ) {
const weights = new Float32Array( MAX_SAMPLES );
const poleAxis = new Vector3( 0, 1, 0 );
const shaderMaterial = new ShaderMaterial( {
name: 'SphericalGaussianBlur',
defines: {
'n': MAX_SAMPLES,
'CUBEUV_TEXEL_WIDTH': 1.0 / width,
'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
'CUBEUV_MAX_MIP': `${lodMax}.0`,
},
uniforms: {
'envMap': { value: null },
'samples': { value: 1 },
'weights': { value: weights },
'latitudinal': { value: false },
'dTheta': { value: 0 },
'mipInt': { value: 0 },
'poleAxis': { value: poleAxis }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[ n ];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;
#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>
vec3 getSample( float theta, vec3 axis ) {
float cosTheta = cos( theta );
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross( axis, vOutputDirection ) * sin( theta )
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
return bilinearCubeUV( envMap, sampleDirection, mipInt );
}
void main() {
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
}
axis = normalize( axis );
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
for ( int i = 1; i < n; i++ ) {
if ( i >= samples ) {
break;
}
float theta = dTheta * float( i );
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
}
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
return shaderMaterial;
}
function _getEquirectMaterial() {
return new ShaderMaterial( {
name: 'EquirectangularToCubeUV',
uniforms: {
'envMap': { value: null }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
#include <common>
void main() {
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
}
function _getCubemapMaterial() {
return new ShaderMaterial( {
name: 'CubemapToCubeUV',
uniforms: {
'envMap': { value: null },
'flipEnvMap': { value: - 1 }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
uniform float flipEnvMap;
varying vec3 vOutputDirection;
uniform samplerCube envMap;
void main() {
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
}
function _getCommonVertexShader() {
return /* glsl */`
precision mediump float;
precision mediump int;
attribute float faceIndex;
varying vec3 vOutputDirection;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection( vec2 uv, float face ) {
uv = 2.0 * uv - 1.0;
vec3 direction = vec3( uv, 1.0 );
if ( face == 0.0 ) {
direction = direction.zyx; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction.xzy;
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction.x *= -1.0; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction.zyx;
direction.xz *= -1.0; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction.xzy;
direction.xy *= -1.0; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction.z *= -1.0; // ( u, v, -1 ) neg z
}
return direction;
}
void main() {
vOutputDirection = getDirection( uv, faceIndex );
gl_Position = vec4( position, 1.0 );
}
`;
}
export { PMREMGenerator };

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node_modules/three/src/extras/ShapeUtils.js generated vendored Normal file
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import { Earcut } from './Earcut.js';
/**
* 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 );
}
}
export { ShapeUtils };

293
node_modules/three/src/extras/TextureUtils.js generated vendored Normal file
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import { AlphaFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBFormat, RGBAFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_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_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, UnsignedByteType, ByteType, UnsignedShortType, ShortType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedIntType, IntType, FloatType, UnsignedInt5999Type, UnsignedInt101111Type } from '../constants.js';
/**
* 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:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_ETC2_EAC_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
case RGBA_ASTC_4x4_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x4_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x5_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x5_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x6_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x5_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_8x6_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x8_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x5_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_10x6_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_10x8_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x10_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x10_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x12_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
case RGBA_BPTC_Format:
case RGB_BPTC_SIGNED_Format:
case RGB_BPTC_UNSIGNED_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
case RED_RGTC1_Format:
case SIGNED_RED_RGTC1_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
case RED_GREEN_RGTC2_Format:
case SIGNED_RED_GREEN_RGTC2_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
}
throw new Error(
`Unable to determine texture byte length for ${format} format.`,
);
}
function getTextureTypeByteLength( type ) {
switch ( type ) {
case UnsignedByteType:
case ByteType:
return { byteLength: 1, components: 1 };
case UnsignedShortType:
case ShortType:
case HalfFloatType:
return { byteLength: 2, components: 1 };
case UnsignedShort4444Type:
case UnsignedShort5551Type:
return { byteLength: 2, components: 4 };
case UnsignedIntType:
case IntType:
case FloatType:
return { byteLength: 4, components: 1 };
case UnsignedInt5999Type:
case UnsignedInt101111Type:
return { byteLength: 4, components: 3 };
}
throw new Error( `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 );
}
}
export { contain, cover, fill, getByteLength, TextureUtils };

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import { clamp } from '../../math/MathUtils.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { Matrix4 } from '../../math/Matrix4.js';
/**
* 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 */ ) {
console.warn( 'THREE.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;
}
}
export { Curve };

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node_modules/three/src/extras/core/CurvePath.js generated vendored Normal file
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import { Curve } from './Curve.js';
import * as Curves from '../curves/Curves.js';
/**
* 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;
}
}
export { CurvePath };

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node_modules/three/src/extras/core/Interpolations.js generated vendored Normal file
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// Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
/**
* 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 );
}
export { CatmullRom, QuadraticBezier, CubicBezier };

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import { Vector2 } from '../../math/Vector2.js';
import { CurvePath } from './CurvePath.js';
import { EllipseCurve } from '../curves/EllipseCurve.js';
import { SplineCurve } from '../curves/SplineCurve.js';
import { CubicBezierCurve } from '../curves/CubicBezierCurve.js';
import { QuadraticBezierCurve } from '../curves/QuadraticBezierCurve.js';
import { LineCurve } from '../curves/LineCurve.js';
/**
* 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;
}
}
export { Path };

165
node_modules/three/src/extras/core/Shape.js generated vendored Normal file
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import { Path } from './Path.js';
import { generateUUID } from '../../math/MathUtils.js';
/**
* 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;
}
}
export { Shape };

367
node_modules/three/src/extras/core/ShapePath.js generated vendored Normal file
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import { Color } from '../../math/Color.js';
import { Path } from './Path.js';
import { Shape } from './Shape.js';
import { ShapeUtils } from '../ShapeUtils.js';
/**
* 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;
}
/**
* 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.
*
* @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
* If this flag is set to `true`, then those are flipped.
* @return {Array<Shape>} An array of shapes.
*/
toShapes( isCCW ) {
function toShapesNoHoles( inSubpaths ) {
const shapes = [];
for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
const tmpPath = inSubpaths[ i ];
const tmpShape = new Shape();
tmpShape.curves = tmpPath.curves;
shapes.push( tmpShape );
}
return shapes;
}
function isPointInsidePolygon( inPt, inPolygon ) {
const polyLen = inPolygon.length;
// inPt on polygon contour => immediate success or
// toggling of inside/outside at every single! intersection point of an edge
// with the horizontal line through inPt, left of inPt
// not counting lowerY endpoints of edges and whole edges on that line
let inside = false;
for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
let edgeLowPt = inPolygon[ p ];
let edgeHighPt = inPolygon[ q ];
let edgeDx = edgeHighPt.x - edgeLowPt.x;
let edgeDy = edgeHighPt.y - edgeLowPt.y;
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
// not parallel
if ( edgeDy < 0 ) {
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
}
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
if ( inPt.y === edgeLowPt.y ) {
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
// continue; // no intersection or edgeLowPt => doesn't count !!!
} else {
const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
if ( perpEdge === 0 ) return true; // inPt is on contour ?
if ( perpEdge < 0 ) continue;
inside = ! inside; // true intersection left of inPt
}
} else {
// parallel or collinear
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
// edge lies on the same horizontal line as inPt
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
// continue;
}
}
return inside;
}
const isClockWise = ShapeUtils.isClockWise;
const subPaths = this.subPaths;
if ( subPaths.length === 0 ) return [];
let solid, tmpPath, tmpShape;
const shapes = [];
if ( subPaths.length === 1 ) {
tmpPath = subPaths[ 0 ];
tmpShape = new Shape();
tmpShape.curves = tmpPath.curves;
shapes.push( tmpShape );
return shapes;
}
let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
holesFirst = isCCW ? ! holesFirst : holesFirst;
// console.log("Holes first", holesFirst);
const betterShapeHoles = [];
const newShapes = [];
let newShapeHoles = [];
let mainIdx = 0;
let tmpPoints;
newShapes[ mainIdx ] = undefined;
newShapeHoles[ mainIdx ] = [];
for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
tmpPath = subPaths[ i ];
tmpPoints = tmpPath.getPoints();
solid = isClockWise( tmpPoints );
solid = isCCW ? ! solid : solid;
if ( solid ) {
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
newShapes[ mainIdx ].s.curves = tmpPath.curves;
if ( holesFirst ) mainIdx ++;
newShapeHoles[ mainIdx ] = [];
//console.log('cw', i);
} else {
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
//console.log('ccw', i);
}
}
// only Holes? -> probably all Shapes with wrong orientation
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
if ( newShapes.length > 1 ) {
let ambiguous = false;
let toChange = 0;
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
betterShapeHoles[ sIdx ] = [];
}
for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
const sho = newShapeHoles[ sIdx ];
for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
const ho = sho[ hIdx ];
let hole_unassigned = true;
for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
if ( sIdx !== s2Idx ) toChange ++;
if ( hole_unassigned ) {
hole_unassigned = false;
betterShapeHoles[ s2Idx ].push( ho );
} else {
ambiguous = true;
}
}
}
if ( hole_unassigned ) {
betterShapeHoles[ sIdx ].push( ho );
}
}
}
if ( toChange > 0 && ambiguous === false ) {
newShapeHoles = betterShapeHoles;
}
}
let tmpHoles;
for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
tmpShape = newShapes[ i ].s;
shapes.push( tmpShape );
tmpHoles = newShapeHoles[ i ];
for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
tmpShape.holes.push( tmpHoles[ j ].h );
}
}
//console.log("shape", shapes);
return shapes;
}
}
export { ShapePath };

39
node_modules/three/src/extras/curves/ArcCurve.js generated vendored Normal file
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import { EllipseCurve } from './EllipseCurve.js';
/**
* 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';
}
}
export { ArcCurve };

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import { Vector3 } from '../../math/Vector3.js';
import { Curve } from '../core/Curve.js';
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 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
tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
p0 = tmp;
}
const p1 = points[ intPoint % l ];
const p2 = points[ ( intPoint + 1 ) % l ];
if ( this.closed || intPoint + 2 < l ) {
p3 = points[ ( intPoint + 2 ) % l ];
} else {
// extrapolate last point
tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
p3 = tmp;
}
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
// init Centripetal / Chordal Catmull-Rom
const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
// safety check for repeated points
if ( dt1 < 1e-4 ) dt1 = 1.0;
if ( dt0 < 1e-4 ) dt0 = dt1;
if ( dt2 < 1e-4 ) dt2 = dt1;
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
} else if ( this.curveType === 'catmullrom' ) {
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
}
point.set(
px.calc( weight ),
py.calc( weight ),
pz.calc( weight )
);
return point;
}
copy( source ) {
super.copy( source );
this.points = [];
for ( let i = 0, l = source.points.length; i < l; i ++ ) {
const point = source.points[ i ];
this.points.push( point.clone() );
}
this.closed = source.closed;
this.curveType = source.curveType;
this.tension = source.tension;
return this;
}
toJSON() {
const data = super.toJSON();
data.points = [];
for ( let i = 0, l = this.points.length; i < l; i ++ ) {
const point = this.points[ i ];
data.points.push( point.toArray() );
}
data.closed = this.closed;
data.curveType = this.curveType;
data.tension = this.tension;
return data;
}
fromJSON( json ) {
super.fromJSON( json );
this.points = [];
for ( let i = 0, l = json.points.length; i < l; i ++ ) {
const point = json.points[ i ];
this.points.push( new Vector3().fromArray( point ) );
}
this.closed = json.closed;
this.curveType = json.curveType;
this.tension = json.tension;
return this;
}
}
export { CatmullRomCurve3 };

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import { Curve } from '../core/Curve.js';
import { CubicBezier } from '../core/Interpolations.js';
import { Vector2 } from '../../math/Vector2.js';
/**
* 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;
}
}
export { CubicBezierCurve };

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import { Curve } from '../core/Curve.js';
import { CubicBezier } from '../core/Interpolations.js';
import { Vector3 } from '../../math/Vector3.js';
/**
* 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;
}
}
export { CubicBezierCurve3 };

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node_modules/three/src/extras/curves/Curves.js generated vendored Normal file
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export { ArcCurve } from './ArcCurve.js';
export { CatmullRomCurve3 } from './CatmullRomCurve3.js';
export { CubicBezierCurve } from './CubicBezierCurve.js';
export { CubicBezierCurve3 } from './CubicBezierCurve3.js';
export { EllipseCurve } from './EllipseCurve.js';
export { LineCurve } from './LineCurve.js';
export { LineCurve3 } from './LineCurve3.js';
export { QuadraticBezierCurve } from './QuadraticBezierCurve.js';
export { QuadraticBezierCurve3 } from './QuadraticBezierCurve3.js';
export { SplineCurve } from './SplineCurve.js';

258
node_modules/three/src/extras/curves/EllipseCurve.js generated vendored Normal file
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import { Curve } from '../core/Curve.js';
import { Vector2 } from '../../math/Vector2.js';
/**
* 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;
}
}
export { EllipseCurve };

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node_modules/three/src/extras/curves/LineCurve.js generated vendored Normal file
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import { Vector2 } from '../../math/Vector2.js';
import { Curve } from '../core/Curve.js';
/**
* 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;
}
}
export { LineCurve };

128
node_modules/three/src/extras/curves/LineCurve3.js generated vendored Normal file
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import { Vector3 } from '../../math/Vector3.js';
import { Curve } from '../core/Curve.js';
/**
* 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;
}
}
export { LineCurve3 };

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import { Curve } from '../core/Curve.js';
import { QuadraticBezier } from '../core/Interpolations.js';
import { Vector2 } from '../../math/Vector2.js';
/**
* 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;
}
}
export { QuadraticBezierCurve };

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import { Curve } from '../core/Curve.js';
import { QuadraticBezier } from '../core/Interpolations.js';
import { Vector3 } from '../../math/Vector3.js';
/**
* 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;
}
}
export { QuadraticBezierCurve3 };

145
node_modules/three/src/extras/curves/SplineCurve.js generated vendored Normal file
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import { Curve } from '../core/Curve.js';
import { CatmullRom } from '../core/Interpolations.js';
import { Vector2 } from '../../math/Vector2.js';
/**
* 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;
}
}
export { SplineCurve };

685
node_modules/three/src/extras/lib/earcut.js generated vendored Normal file
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/* eslint-disable */
// copy of mapbox/earcut version 3.0.1
// https://github.com/mapbox/earcut/tree/v3.0.1
export default 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 = Infinity;
minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
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 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
};
}
// return a percentage difference between the polygon area and its triangulation area;
// used to verify correctness of triangulation
export function deviation(data, holeIndices, dim, triangles) {
const hasHoles = holeIndices && holeIndices.length;
const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
if (hasHoles) {
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;
polygonArea -= Math.abs(signedArea(data, start, end, dim));
}
}
let trianglesArea = 0;
for (let i = 0; i < triangles.length; i += 3) {
const a = triangles[i] * dim;
const b = triangles[i + 1] * dim;
const c = triangles[i + 2] * dim;
trianglesArea += Math.abs(
(data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
(data[a] - data[b]) * (data[c + 1] - data[a + 1]));
}
return polygonArea === 0 && trianglesArea === 0 ? 0 :
Math.abs((trianglesArea - polygonArea) / polygonArea);
}
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;
}
// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
export function flatten(data) {
const vertices = [];
const holes = [];
const dimensions = data[0][0].length;
let holeIndex = 0;
let prevLen = 0;
for (const ring of data) {
for (const p of ring) {
for (let d = 0; d < dimensions; d++) vertices.push(p[d]);
}
if (prevLen) {
holeIndex += prevLen;
holes.push(holeIndex);
}
prevLen = ring.length;
}
return {vertices, holes, dimensions};
}

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node_modules/three/src/geometries/BoxGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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 );
}
}
export { BoxGeometry };

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node_modules/three/src/geometries/CapsuleGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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 );
}
}
export { CapsuleGeometry };

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node_modules/three/src/geometries/CircleGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
/**
* 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
*/
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 );
}
}
export { CircleGeometry };

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node_modules/three/src/geometries/ConeGeometry.js generated vendored Normal file
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import { CylinderGeometry } from './CylinderGeometry.js';
/**
* 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
*/
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 );
}
}
export { ConeGeometry };

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node_modules/three/src/geometries/CylinderGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
/**
* 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
*/
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 );
}
}
export { CylinderGeometry };

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import { PolyhedronGeometry } from './PolyhedronGeometry.js';
/**
* 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
*/
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 );
}
}
export { DodecahedronGeometry };

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node_modules/three/src/geometries/EdgesGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { DEG2RAD } from '../math/MathUtils.js';
import { Triangle } from '../math/Triangle.js';
import { Vector3 } from '../math/Vector3.js';
const _v0 = /*@__PURE__*/ new Vector3();
const _v1 = /*@__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.fromBufferAttribute( positionAttr, index1 );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1.x, _v1.y, _v1.z );
}
}
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
export { EdgesGeometry };

908
node_modules/three/src/geometries/ExtrudeGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import * as Curves from '../extras/curves/Curves.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Shape } from '../extras/core/Shape.js';
import { ShapeUtils } from '../extras/ShapeUtils.js';
/**
* 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
*/
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
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames( steps, false );
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if ( ! bevelEnabled ) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
const shapePoints = shape.extractPoints( curveSegments );
let vertices = shapePoints.shape;
const holes = shapePoints.holes;
const reverse = ! ShapeUtils.isClockWise( vertices );
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
if ( ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
}
/**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 ) console.error( 'THREE.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 ) {
// console.log("Warning: lines are a straight sequence");
v_trans_x = - v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt( v_prev_lensq );
} else {
// console.log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
}
const contourMovements = [];
for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
const holesMovements = [];
let oneHoleMovements, verticesMovements = contourMovements.concat();
for ( let h = 0, hl = 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;
//console.log('b', i,j, i-1, k,vertices.length);
for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
const slen1 = vlen * s;
const slen2 = vlen * ( s + 1 );
const a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d );
}
}
}
function v( x, y, z ) {
placeholder.push( x );
placeholder.push( y );
placeholder.push( z );
}
function f3( a, b, c ) {
addVertex( a );
addVertex( b );
addVertex( c );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
}
function f4( a, b, c, d ) {
addVertex( a );
addVertex( b );
addVertex( d );
addVertex( b );
addVertex( c );
addVertex( d );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 3 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
addUV( uvs[ 3 ] );
}
function addVertex( index ) {
verticesArray.push( placeholder[ index * 3 + 0 ] );
verticesArray.push( placeholder[ index * 3 + 1 ] );
verticesArray.push( placeholder[ index * 3 + 2 ] );
}
function addUV( vector2 ) {
uvArray.push( vector2.x );
uvArray.push( vector2.y );
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
const options = this.parameters.options;
return toJSON( 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( 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;
}
/**
* Represents the `options` type of the geometry's constructor.
*
* @typedef {Object} ExtrudeGeometry~Options
* @property {number} [curveSegments=12] - Number of points on the curves.
* @property {number} [steps=1] - Number of points used for subdividing segments along the depth of the extruded spline.
* @property {number} [depth=1] - Depth to extrude the shape.
* @property {boolean} [bevelEnabled=true] - Whether to beveling to the shape or not.
* @property {number} [bevelThickness=0.2] - How deep into the original shape the bevel goes.
* @property {number} [bevelSize=bevelThickness-0.1] - Distance from the shape outline that the bevel extends.
* @property {number} [bevelOffset=0] - Distance from the shape outline that the bevel starts.
* @property {number} [bevelSegments=3] - Number of bevel layers.
* @property {?Curve} [extrudePath=null] - A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.
* @property {Object} [UVGenerator] - An object that provides UV generator functions for custom UV generation.
**/
export { ExtrudeGeometry };

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node_modules/three/src/geometries/Geometries.js generated vendored Normal file
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export * from './BoxGeometry.js';
export * from './CapsuleGeometry.js';
export * from './CircleGeometry.js';
export * from './ConeGeometry.js';
export * from './CylinderGeometry.js';
export * from './DodecahedronGeometry.js';
export * from './EdgesGeometry.js';
export * from './ExtrudeGeometry.js';
export * from './IcosahedronGeometry.js';
export * from './LatheGeometry.js';
export * from './OctahedronGeometry.js';
export * from './PlaneGeometry.js';
export * from './PolyhedronGeometry.js';
export * from './RingGeometry.js';
export * from './ShapeGeometry.js';
export * from './SphereGeometry.js';
export * from './TetrahedronGeometry.js';
export * from './TorusGeometry.js';
export * from './TorusKnotGeometry.js';
export * from './TubeGeometry.js';
export * from './WireframeGeometry.js';

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import { PolyhedronGeometry } from './PolyhedronGeometry.js';
/**
* 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
*/
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 );
}
}
export { IcosahedronGeometry };

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node_modules/three/src/geometries/LatheGeometry.js generated vendored Normal file
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
import { clamp } from '../math/MathUtils.js';
/**
* 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
*/
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 );
}
}
export { LatheGeometry };

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import { PolyhedronGeometry } from './PolyhedronGeometry.js';
/**
* 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
*/
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 );
}
}
export { OctahedronGeometry };

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node_modules/three/src/geometries/PlaneGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
/**
* 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
*/
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 );
}
}
export { PlaneGeometry };

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node_modules/three/src/geometries/PolyhedronGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
/**
* 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.details );
}
}
export { PolyhedronGeometry };

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node_modules/three/src/geometries/RingGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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 );
}
}
export { RingGeometry };

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node_modules/three/src/geometries/ShapeGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Shape } from '../extras/core/Shape.js';
import { ShapeUtils } from '../extras/ShapeUtils.js';
import { Vector2 } from '../math/Vector2.js';
/**
* 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
*/
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;
}
export { ShapeGeometry };

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node_modules/three/src/geometries/SphereGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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;
// special case for the poles
let uOffset = 0;
if ( iy === 0 && thetaStart === 0 ) {
uOffset = 0.5 / widthSegments;
} else if ( iy === heightSegments && thetaEnd === Math.PI ) {
uOffset = - 0.5 / widthSegments;
}
for ( let ix = 0; ix <= widthSegments; ix ++ ) {
const u = ix / widthSegments;
// vertex
vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.copy( vertex ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u + uOffset, 1 - v );
verticesRow.push( index ++ );
}
grid.push( verticesRow );
}
// indices
for ( let iy = 0; iy < heightSegments; iy ++ ) {
for ( let ix = 0; ix < widthSegments; ix ++ ) {
const a = grid[ iy ][ ix + 1 ];
const b = grid[ iy ][ ix ];
const c = grid[ iy + 1 ][ ix ];
const d = grid[ iy + 1 ][ ix + 1 ];
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* 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 );
}
}
export { SphereGeometry };

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import { PolyhedronGeometry } from './PolyhedronGeometry.js';
/**
* 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
*/
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 );
}
}
export { TetrahedronGeometry };

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node_modules/three/src/geometries/TorusGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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.
*/
constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = 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
};
radialSegments = Math.floor( radialSegments );
tubularSegments = Math.floor( tubularSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const center = new Vector3();
const vertex = new Vector3();
const normal = new Vector3();
// generate vertices, normals and uvs
for ( let j = 0; j <= radialSegments; j ++ ) {
for ( let i = 0; i <= tubularSegments; i ++ ) {
const u = i / tubularSegments * arc;
const v = j / radialSegments * Math.PI * 2;
// vertex
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
vertex.z = tube * Math.sin( v );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
center.x = radius * Math.cos( u );
center.y = radius * Math.sin( u );
normal.subVectors( vertex, center ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments );
uvs.push( j / radialSegments );
}
}
// generate indices
for ( let j = 1; j <= radialSegments; j ++ ) {
for ( let i = 1; i <= tubularSegments; i ++ ) {
// indices
const a = ( tubularSegments + 1 ) * j + i - 1;
const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
const d = ( tubularSegments + 1 ) * j + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
/**
* 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 );
}
}
export { TorusGeometry };

205
node_modules/three/src/geometries/TorusKnotGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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 );
}
}
export { TorusKnotGeometry };

252
node_modules/three/src/geometries/TubeGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import * as Curves from '../extras/curves/Curves.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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
*/
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 Curves[ '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
);
}
}
export { TubeGeometry };

179
node_modules/three/src/geometries/WireframeGeometry.js generated vendored Normal file
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import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* 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;
}
}
export { WireframeGeometry };

171
node_modules/three/src/helpers/ArrowHelper.js generated vendored Normal file
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Object3D } from '../core/Object3D.js';
import { ConeGeometry } from '../geometries/ConeGeometry.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { Mesh } from '../objects/Mesh.js';
import { Line } from '../objects/Line.js';
import { Vector3 } from '../math/Vector3.js';
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() {
this.line.geometry.dispose();
this.line.material.dispose();
this.cone.geometry.dispose();
this.cone.material.dispose();
}
}
export { ArrowHelper };

96
node_modules/three/src/helpers/AxesHelper.js generated vendored Normal file
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import { LineSegments } from '../objects/LineSegments.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Color } from '../math/Color.js';
/**
* 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() {
this.geometry.dispose();
this.material.dispose();
}
}
export { AxesHelper };

83
node_modules/three/src/helpers/Box3Helper.js generated vendored Normal file
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import { LineSegments } from '../objects/LineSegments.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { BufferAttribute, Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
/**
* 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() {
this.geometry.dispose();
this.material.dispose();
}
}
export { Box3Helper };

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